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Cátia Ferreira

Biographic Data

ID7899780
NAMECátia Ferreira
GIVEN NAMESCátia
FAMILY NAMEFerreira
SIGNATUREFERREIRA C
AFFILIATIONSUniversidade Católica Portuguesa
ORCID0000-0003-3629-981X
VERIFIEDYes
TOTAL WORKS7
TOTAL CITATIONS0
WORKS AS AUTHOR7
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2021
LATEST PUBLICATION YEAR2026
H-INDEX0
  • (Dis)connected Lives

    Open Access•Cátia Ferreira•ARTICLE•Revista Lusófona de Estudos…•2026

    In an era of forced migration and fragmented geographies of care, digital games have become important platforms for representing the emotional and structural conditions of transnational life. This article examines Bury Me, My Love, an interactive fiction game that simulates the mediated communication between Nour, a Syrian refugee, and her husband Majd. Through a smartphone interface that reproduces real‐time messaging, the game makes visible the…

  • Visibility Without Agency

    Open Access•Cátia Ferreira, Carla Ganito•ARTICLE•Media & Jornalismo•2026

    Digital games, which have billions of players worldwide, are among the most popular cultural activities of the twenty-first century, impacting how people perceive the past and create their identities. They frequently integrate historical elements as cultural environments, but they frequently contribute to the consolidation of westernized worldviews. Focusing on Assassin’s Creed III, Origins, and Liberation, this article looks into how racial mino…

  • Evolution of documents related to performance in boccia

    Open Access•Cátia Ferreira, Cátia C Ferreira et al.•ARTICLE•Frontiers in Sports and Active…•2025

    Background The purpose of this study was to develop a bibliometric review of literature related to Boccia, aiming to analyse relevant information related to the adapted sport, and determine the existing relationships/networks between the different authors and countries, as well as methodological procedures of publications. Methods The Web of Science database was used, considering the keywords “Boccia” OR “Bocha” AND “Sport”, applying the filter “…

  • Digital Games as Safe Places

    Open Access•Cátia Ferreira, Carla Ganito et al.•ARTICLE•Open Cultural Studies•2025

    Digital games have become a popular cultural pastime and a profitable media industry, with an average player age of 32. During the lockdown years, the many facets of digital games came to light, particularly their capacity to encourage the development of safe spaces for interaction and communities. Games that encourage creativity and content creation, like Second Life, Animal Crossing, and Minecraft, for example, give users a variety of safe spac…

  • Representation of Borders as Historic Liminal Spaces in Digital Games

    Open Access•Cátia Ferreira, Carla Ganito•ARTICLE•Observatorio (OBS•2024

    Digital games are one of the most engaging forms of media. Players can have a first-hand experience and the possibility of feeling immersed within a digital setting where agency is exerted. This paper seeks to understand the role of digital games as new means of communication and their potential to convey messages that may defy gamers to question the moral grand narratives that shape contemporary societies. In a moment when many countries have op…

  • The Association between Childhood Obesity and Cardiovascular Changes in 10 Years Using Special Data Science Analysis

    Open Access•João Rala Cordeiro, Sara Mosca et al.•ARTICLE•Children•2023

    The increasing prevalence of overweight and obesity is a worldwide problem, with several well-known consequences that might start to develop early in life during childhood. The present research based on data from children that have been followed since birth in a previously established cohort study (Generation XXI, Porto, Portugal), taking advantage of State-of-the-Art (SoA) data science techniques and methods, including Neural Architecture Search…

  • Can an Incremental Step Test Be Used for Maximal Lactate Steady State Determination in Swimming? Clues for Practice

    Open Access•Mário C Espada, Francisco Alves et al.•ARTICLE•International Journal of…•2021

    We aimed to compare the velocity, physiological responses, and stroke mechanics between the lactate parameters determined in an incremental step test (IST) and maximal lactate steady state (MLSS). Fourteen well-trained male swimmers (16.8 ± 2.8 years) were timed for 400 m and 200 m (T 200 ). Afterwards, a 7 × 200-m front-crawl IST was performed. Swimming velocity, heart rate (HR), blood lactate concentration (BLC), stroke mechanics, and rate of p…

No prominent works on this page.

  • Can an Incremental Step Test Be Used for Maximal Lactate Steady State Determination in Swimming? Clues for Practice

    Open Access•Mário C Espada, Francisco Alves et al.•ARTICLE•International Journal of…•2021

    We aimed to compare the velocity, physiological responses, and stroke mechanics between the lactate parameters determined in an incremental step test (IST) and maximal lactate steady state (MLSS). Fourteen well-trained male swimmers (16.8 ± 2.8 years) were timed for 400 m and 200 m (T 200 ). Afterwards, a 7 × 200-m front-crawl IST was performed. Swimming velocity, heart rate (HR), blood lactate concentration (BLC), stroke mechanics, and rate of p…

  • The Association between Childhood Obesity and Cardiovascular Changes in 10 Years Using Special Data Science Analysis

    Open Access•João Rala Cordeiro, Sara Mosca et al.•ARTICLE•Children•2023

    The increasing prevalence of overweight and obesity is a worldwide problem, with several well-known consequences that might start to develop early in life during childhood. The present research based on data from children that have been followed since birth in a previously established cohort study (Generation XXI, Porto, Portugal), taking advantage of State-of-the-Art (SoA) data science techniques and methods, including Neural Architecture Search…

  • Representation of Borders as Historic Liminal Spaces in Digital Games

    Open Access•Cátia Ferreira, Carla Ganito•ARTICLE•Observatorio (OBS•2024

    Digital games are one of the most engaging forms of media. Players can have a first-hand experience and the possibility of feeling immersed within a digital setting where agency is exerted. This paper seeks to understand the role of digital games as new means of communication and their potential to convey messages that may defy gamers to question the moral grand narratives that shape contemporary societies. In a moment when many countries have op…

  • Evolution of documents related to performance in boccia

    Open Access•Cátia Ferreira, Cátia C Ferreira et al.•ARTICLE•Frontiers in Sports and Active…•2025

    Background The purpose of this study was to develop a bibliometric review of literature related to Boccia, aiming to analyse relevant information related to the adapted sport, and determine the existing relationships/networks between the different authors and countries, as well as methodological procedures of publications. Methods The Web of Science database was used, considering the keywords “Boccia” OR “Bocha” AND “Sport”, applying the filter “…

  • Digital Games as Safe Places

    Open Access•Cátia Ferreira, Carla Ganito et al.•ARTICLE•Open Cultural Studies•2025

    Digital games have become a popular cultural pastime and a profitable media industry, with an average player age of 32. During the lockdown years, the many facets of digital games came to light, particularly their capacity to encourage the development of safe spaces for interaction and communities. Games that encourage creativity and content creation, like Second Life, Animal Crossing, and Minecraft, for example, give users a variety of safe spac…

  • (Dis)connected Lives

    Open Access•Cátia Ferreira•ARTICLE•Revista Lusófona de Estudos…•2026

    In an era of forced migration and fragmented geographies of care, digital games have become important platforms for representing the emotional and structural conditions of transnational life. This article examines Bury Me, My Love, an interactive fiction game that simulates the mediated communication between Nour, a Syrian refugee, and her husband Majd. Through a smartphone interface that reproduces real‐time messaging, the game makes visible the…

  • Visibility Without Agency

    Open Access•Cátia Ferreira, Carla Ganito•ARTICLE•Media & Jornalismo•2026

    Digital games, which have billions of players worldwide, are among the most popular cultural activities of the twenty-first century, impacting how people perceive the past and create their identities. They frequently integrate historical elements as cultural environments, but they frequently contribute to the consolidation of westernized worldviews. Focusing on Assassin’s Creed III, Origins, and Liberation, this article looks into how racial mino…

Computer Science (4 works) · Digital Games and Media (4 works) · Internal Medicine (2 works) · Medicine (2 works) · Narrative (2 works) · Political science (2 works) · Thematic analysis (2 works) · Aesthetics (1 work) · Art (1 work) · Artificial Intelligence in Games (1 work)

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