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Interculturalidad: enfoques críticos desde la educación, el arte y los estudios culturales.
Edgar Ávila González PhD, Romano Ponce-Díaz PhD, Cristo León PhD, Emilce Beatriz Sánchez Castellón PhD, Ligia María Sánchez Castellón, Edgar Meritano PhD, Juan Carlos González-Vidal PhD, Diana Estefanía Martínez-Dagnino, Ivan Avila Gonzalez PhD, Rodrigo Pardo Fernández PhD, Arturo Morales Campos PhD, Ximena Diaz Santillan, Maribel Ramos Rodríguez, José Antonio Fraga Villicaña PhD, and José Ricardo Chavez Mendoza PhD
- Cultura y producción de semiosis: Edgar Ávila González, Romano Ponce Díaz.
- LA ESCUELA ETNOEDUCATIVA Y LA ARMONIZACIÓN INTERCULTURAL : Emilce Beatriz Sánchez Castellón, Ligia María Sánchez Castellón
- El Mentor del Juego: Mediador Intercultural en las Mesas de Juegos de Rol: Cristo Leon, Edgar Meritano
- CONVERGENCIA DE CAMPOS SUPRARREGULADOS DE PRODUCCIÓN SEMIÓSICA EN LA CONSTRUCCIÓN Y PERMANENCIA DE MODELOS COGNITIVOS TRANSHISTÓRICOS: Juan Carlos González Vidal
- Escritura creativa y proyecto de existencia. La didáctica como una herramienta de generación de sentido para las personas privadas de su libertad: Diana Estefanía Martínez Dagnino, Iván Ávila González,Rodrigo Pardo Fernández.
- Metáfora, signo y modelo cognitivo. El contacto con la realidad: Arturo Morales Campos
- El cine como modelador de la memoria colectiva: Ximena Díaz Santillán
- Hacia una didáctica de la biopolítica: imperio, multitud e hipótesis revolución en la saga The Hunger Games; Diana Esperanza Álvarez Campos
- Agüeros, castigos y sueños entre la sociedad indígena Tarasca-purépecha: Maribel Ramos Rodríguez
- Conveniencias didáctico-pedagógicas del cine en la enseñanza de la literatura. Aspectos teoréticos del cine: imagen – movimiento: José Antonio Fraga Villicaña
- Educación y discapacidad en la apertura de los filmes: El libro de piedra (1969) y El libro de piedra (2009): José Ricardo Chávez Mendoza
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Juegos de rol para colaboraciones de investigación interdisciplinar
Sarah Lynne Bowman, Josefin Westborg, Cristo Leon, Antonio Luis Casado da Rocha, and Esteban Etxeberria
Juegos de rol para colaboraciones de investigación interdisciplinar presenta los juegos de rol como una herramienta formativa para fortalecer la colaboración en equipos de investigación interdisciplinaria. La obra explica cómo el role-playing puede ayudar a desarrollar competencias comunicativas, reflexivas y organizativas necesarias para trabajar entre disciplinas, especialmente en contextos académicos donde los problemas complejos requieren coordinación, negociación de saberes y construcción compartida de conocimiento. Esta traducción al español amplía el acceso a un enfoque innovador para universidades, centros de investigación, facilitadores, docentes y equipos interesados en mejorar sus prácticas colaborativas mediante metodologías participativas, experienciales y orientadas a la investigación. Libro de acceso abierto.
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Presentation – GREEN Newbies and Meta-Collaboration: Session Zero as an Infrastructure for Character Formation in Tabletop Role-Playing Games
Cristo Leon
How do tabletop role-playing games transform complete newcomers into cohesive adventuring parties? This presentation introduces meta-collaboration as a framework for understanding session zero not as a preliminary conversation, but as the governance infrastructure that makes collaborative play possible. Using the Cosmic System (beta) as a qualitative case study, the presentation examines a distributed model of character creation in which players progress through multiple session-zero experiences before entering the first adventure as a team.
Framed around the conference theme GREEN as a metaphor for newcomers, the talk follows the onboarding of three players as they develop their characters across multiple ludic universes, negotiate shared expectations, and collectively establish the social, narrative, and procedural foundations of play. Particular attention is given to house rules, collaborative world selection, safety tools, and structured agreements that guide the transition from individual character exploration to collective storytelling.
Drawing on video recordings, participant surveys, and ongoing transcription analysis, the presentation argues that multi-phase session zero functions as a form of meta-collaborative governance, coordinating rules, roles, authority, and consent before narrative action begins. Rather than treating onboarding as a process of selection or attrition, this model emphasizes reflection, negotiated meaning, and gradual integration, offering a transferable framework for designing more inclusive, sustainable, and collaborative tabletop role-playing experiences.
This work was presented at Generation Analog 2026: GREEN, an online conference organized by Analog Game Studies and Game in Lab, held on July 15–16, 2026. The conference brought together scholars, designers, educators, and practitioners examining analog games through the thematic dimensions of newness, growth, inexperience, ecology, identity, and transformation.
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Seminar: Playing as Inquiry at ROCKET
Cristo Leon, Sarah Lynne Bowman, and Kjell Hedgard Hugaas
This PowerPoint presentation presents Playing as Inquiry, a methods-forward account of the León Multimodal Protocol (LMP) for studying transformation in tabletop role-playing games (TTRPGs) at scale. The presentation is designed for scholarly audiences interested in qualitative methods, game studies, and transdisciplinary research design, with an explicit commitment to accessibility through consistent verbal description of visual materials.
The talk begins by situating TTRPGs as layered narrative, social, and material systems in which meaning emerges across embodied performance, language, rules negotiation, artifacts, platforms, and memory over time. From this foundation, the presentation identifies a core methodological problem: traditional qualitative approaches struggle to scale from single sessions to large, longitudinal corpora comprising hundreds of sessions and heterogeneous evidence types. This “scale problem” motivates the need for a structured, auditable protocol.
The LMP is introduced as a pipeline that moves systematically from play to analytic claims. Key stages include standardized campaign structuring, multimodal transcription using time-bounded transcription boxes, constructivist grounded theory coding, and iterative synthesis supported by CAQDAS tools and digital analysis platforms. Visual diagrams illustrate how raw audio-visual data, notes, maps, and messaging logs are preserved as distinct yet traceable layers rather than collapsed into a single transcript.
Methodologically, the presentation integrates Collaborative Auto-Ethnography (CoAE), Participatory Action Research, narrative inquiry, grounded theory, and digital analysis into a layered methods stack. This stack enables multimodal traceability, cross-session synthesis, and built-in validity through peer review, feedback loops, and transparent data lineage. A phased timeline shows how the protocol is developed, tested, and refined across multiple research cycles.
The presentation concludes by articulating the primary contribution of the LMP: a reproducible, extensible framework for analyzing transformation in TTRPGs that balances depth with scale. By operationalizing collaboration, reflexivity, and methodological rigor, the protocol positions TTRPG play as a legitimate and analyzable site of socio-critical inquiry, while offering tools transferable to other complex, multimodal research contexts.
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Auditing GenAI Literature Search Workflows: A Replicable Protocol for Traceable, Accountable Retrieval in Student-Facing Inquiry
Cristo Leon Ph.D. and Michelle Kudelka
Auditing GenAI literature search workflows, this article evaluates whether AI-assisted literature review retrieval is traceable, metadata-accurate, and reproducible under student-facing conditions. Across four systems and two retrieval postures, the study finds that natural-language prompting often produces unstable or unverifiable citation outputs, while Boolean translation improves auditability but not full reproducibility. The article offers a practical framework for accountable AI-assisted literature search, citation verification, DOI traceability, and transparent evidence retrieval.
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Collaborative Intercultural Transdisciplinary Communication as Infrastructure for Collaborative Innovation
Cristo Leon Ph.D. and James Lipuma Ph.D.
This book chapter introduces Collaborative Intercultural Transdisciplinary Communication (CITC) as an infrastructure for collaborative innovation. It examines how teams can improve alignment, traceability, and interoperability across cultural, disciplinary, and organizational boundaries.
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A Qualitatively Driven Approach Integrated With Quantitative Analysis Applied to Decision Making in Institutional Administration of Higher Education
Cristo Leon Ph.D., James Lipuma Ph.D., and Michelle Kudelka
A qualitatively driven mixed methods study on decision-making in higher education administration. The article integrates Constructivist Grounded Theory, thematic analysis, participatory design, and quantitative dashboard analytics to examine interdisciplinary collaboration, institutional research management, and user-centered data visualization. It offers a practical framework for designing accessible and context-sensitive academic dashboards that support evidence-informed governance, resource allocation, and research strategy in universities
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Presentación de la tesis de doctorado por la Dra. Penélope Ranera
Penélope Ranera-Sánchez, Cristo Leon, and Antonio Roda-Martínez
Descripción de la entrevista
En esta entrevista conversamos con Penélope Ranera Sánchez sobre su tesis doctoral Juegos de rol: experiencia en los mundos de lo imaginario (Ranera-Sánchez, 1999), una de las primeras investigaciones académicas en lengua española dedicadas al estudio de los juegos de rol desde la antropología.
A lo largo de la conversación exploramos el contexto en el que surgió esta investigación pionera, los retos de estudiar un fenómeno poco comprendido por la academia de finales del siglo XX y las principales aportaciones de una obra que propuso interpretar los juegos de rol como una forma de mitología urbana contemporánea.
Ranera explicó cómo su investigación planteó que los juegos de rol no constituyen una actividad aislada, sino una práctica ritual inscrita en los espacios de ocio y consumo, donde los participantes negocian, interiorizan y reactualizan referentes culturales compartidos. Desde esta perspectiva, los juegos de rol funcionan como ritos de paso, mediante los cuales los jóvenes ensayan simbólicamente el acceso al mundo adulto y exploran formas de acción, decisión e identidad dentro de universos imaginarios.
La entrevista también permitió conocer el origen de la investigación, las dificultades de desarrollar una tesis sobre un tema entonces inusual, la recepción que tuvo dentro de la universidad y las decisiones metodológicas que dieron forma al trabajo, entre ellas la innovadora hoja de personaje del investigador, una propuesta reflexiva que sigue siendo uno de los aspectos más originales de la tesis.
Finalmente, Penélope compartió una reflexión sobre el legado de su investigación y ofreció recomendaciones para las nuevas generaciones de investigadores interesados en el estudio de los juegos de rol. Más de veinticinco años después de su publicación, esta conversación permitió recuperar la memoria de una obra pionera y reconocer su lugar en la consolidación de los estudios académicos sobre juegos de rol en el ámbito hispanohablante.
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Presentación de tesis de doctorado por el Dr. Edgar Ávila González
Edgar Ávila-González Ph.D., Cristo Leon Ph.D., and Romano Ponce-Diaz Ph.D.
El autor propone una aproximación hermenéutica al análisis de la mise-en-scène cinematográfica como fuente de conocimiento estético y filosófico. El objetivo principal es interpretar cómo los elementos visuales, espaciales y expresivos de la puesta en escena pueden generar sentido más allá del relato narrativo, proponiendo una lectura fenomenológica, ontológica y simbólica del cine. La investigación no busca comprobar una hipótesis sino abrir un campo de reflexión interdisciplinario entre la filosofía del arte, la teoría cinematográfica y la hermenéutica. El trabajo se apoya en una sólida base conceptual que incluye a Gadamer, Deleuze, Merleau-Ponty y Didi-Huberman, y se articula como una propuesta teórica-analítica que aspira a enriquecer la comprensión crítica del cine contemporáneo como acto epistémico y no meramente estético.
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La dinámica estabilización / desestabilización social en la serie televisiva Peaky Blinders: análisis semiótico
Edgar Ávila-González Ph.D., Romano Ponce-Diaz Ph.D., and Juan Carlos González-Vidal Ph.D.
Tesis para obtener el grado de: Doctor en Arte y Cultura
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Presentacion de ponencia: Diseño y Validación de Plantillas Digitales
Marcos O. Cabobianco, Cristo Leon Ph.D., and Agustina Cinanni
Presentacion de ponencia: Diseño y Validación de Plantillas Digitales
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Mapas, marcos y meta-comunicación: Bases epistemológicas para una teoría del juego derRol de mesa en las industrias creativas / Maps, Frames, and Metacommunication: Epistemological Foundations for a Theory of Tabletop Role-Playing Games in the Creative Industries
Cristo Leon Ph.D.
Artículo académico de Cristo León (2025) sobre juegos de rol de mesa, teoría de marcos y meta-comunicación en las industrias creativas. El estudio propone una base epistemológica para comprender cómo los juegos de rol coordinan identidades, ficciones, acciones, agencia múltiple y niveles diegéticos mediante procesos colaborativos de creación narrativa. Publicado en Game Studies e as Indústrias Criativas, 5(2).
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Presentation: GPS Model for Oral Presentations
Cristo Leon Ph.D.
This presentation is about the use of the GPS model
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Playing by Feel: Gender, Emotion, and Social Norms in Overwatch Role Choice
Cristo Leon, Angela Arroyo, and James Lipuma
This paper explores how emotion, gameplay context, and social norms shape role choice in both digital and institutional systems. Using Overwatch as a case study, it examines gendered experiences of physiological excitement and decision-making during play. Women often describe heightened emotional engagement where victory represents both personal achievement and resistance to cultural expectations. Such emotions influence situational choices, including whether to play as a Tank, DPS, or Support, and which hero to select based on perceived risk or visibility. Drawing on feminist game studies and transdisciplinary communication, the authors argue that role preference is determined not only by game mechanics but also by cultural scripts. Comparisons with Apex Legends show how design encodes gender differently across franchises. In Overwatch, the historical coding of Tanks as masculine and Healers as feminine reinforces stereotypes even as players subvert them. Building on Donna Haraway's concept of the cyborg, the woman-Tank represents a hybrid identity that is both empowered and constrained by visibility and performance. Poor performance invites criticism, while success often goes unacknowledged. By situating Overwatch within broader systems of inequity, this study shows how emotion, design, and norms interact to reproduce or challenge bias, positioning games as laboratories for systemic equity and cultural transformation.
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Presentación del Libro: Reflexiones en Comunicación, Colaboración y Convergencia, Primera Edición
Cristo Leon Ph.D., Marcos O. Cabobianco B.A., James Lipuma Ph.D., Victor Hugo Guzmán Zarate Ph.D., and Esteban Rodríguez-Flores
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Presentación de la ponencia: Jugar, Observarse y Transformarse
Cristo Leon Ph.D., Agustina Cinanni, Marcos O. Cabobianco, and Romano Ponce-Diaz Ph.D.
Presentación de la ponencia en el 9.º Coloquio de Estudios de Juegos de Rol.
Universidad de Buenos Aires (UBA), Facultad de Filosofía y Letras, y en el Centro Cultural Paco Urondo.
Del 10 al 12 de septiembre de 2025.
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Presentación de la Ponencia: Close-Playing como Metodología Emergente en el Análisis Narrativo de los Juegos de Rol
Cristo Leon and Juan Manuel Díaz
Presentación de la Ponencia en el
9º Coloquio de Estudios de Juegos de Rol.
Universidad de Buenos Aires (UBA), Facultad de Filosofía y Letras, y en el Centro Cultural Paco Urondo.
Del 10 al 12 de septiembre de 2025.
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From Disciplinary Silos to Cyber-Transdisciplinary Networks: A Plural Epistemic Model for AGI-Era Knowledge Production
Cristo Leon and James Lipuma
This article extends a keynote from the 16th IMCIC 2025, offering a framework for academic institutions navigating the epistemic shifts prompted by artificial general intelligence (AGI). It argues that traditional disciplinary (Mode 1), interdisciplinary (Mode 2), and transdisciplinary (Mode 3) approaches are increasingly insufficient to address the complexity and plurality of AGI-era knowledge production. Drawing on critical communication theories—such as the Kuhn–MacIntyre thesis on incommensurability, the Bataille–Lyotard notion of invention, Nicolescu–Ostrom's governance frameworks, and Haraway–Scholz's situated knowledge—the article introduces Mode 4: cyber-transdisciplinarity.1 This mode conceptualizes AGI as an epistemic co-agent, enabling real-time mediation, synthesis, and redistribution of knowledge between human and machinic actors. Methodologically, it proposes a plural foundation that includes constructivist grounded theory, antenarrative inquiry, and intercultural competence. A case study featuring a cybernetic dashboard illustrates how institutions can foster reflexive governance through adaptive infrastructure. The conclusion anticipates a speculative Mode 5: pan-disciplinary intelligence, characterized by AGI-facilitated planetary-scale knowledge integration. The article contends that ethical stewardship and cyber-transdisciplinary competence are essential for institutions to adapt meaningfully to AGI's transformative potential in knowledge governance and transdisciplinary communication.
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Continuum of Academic Collaboration: Issues of Inconsistent Terminology in Multilingual Context
Cristo Leon Ph.D., James Lipuma Ph.D., Marcos O. Cabobianco, and Maria B. Daizo
Journal of Systemics, Cybernetics and Informatics
1690-4524 (Online) -
Meta-Participation and Ethical Transparency in Role-Playing Games: Examining AI and Algorithmic Influence [Peer-reviewed journal]
Cristo Leon Ph.D., James Lipuma Ph.D., Jasmin Cowin Ed.D., and Mauricio Rangel-Jimenez Ph.D.
This study examines the ethical implications of AI in role-playing games (RPGs), focusing on meta-participation, transparency, and algorithmic influence. By exploring AI’s role in shaping narratives and player agency, we analyze ethical concerns such as informed consent, algorithmic control, and cultural inclusivity. Through a systematic literature review and real-world case studies, the research proposes principles for integrating AI ethically into RPGs while preserving their immersive and collaborative essence. This work challenges existing paradigms and invites critical discourse on AI's evolving role in game design.
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Artificial Intelligence in STEM Education: A Transdisciplinary Framework for Engagement and Innovation
Cristo Leon Ph.D., James Lipuma Ph.D., and Xavier Oviedo Torres
This peer-reviewed article, Artificial Intelligence in STEM Education: A Transdisciplinary Framework for Engagement and Innovation by Cristo León, James Lipuma, and Xavier Oviedo-Torres, published in Frontiers in Education, examines how artificial intelligence (AI) is transforming STEM education through a transdisciplinary lens. Based on a systematic review of 41 scholarly studies (2020–2025), it analyzes AI integration in STEM classrooms, focusing on learner agency, adaptive assessment, and ethical challenges such as algorithmic transparency, equity, and inclusion. Guided by a Transdisciplinary Communication (TDC) framework and grounded in PRISMA protocols, the study applies tools like Nvivo, Excel, and VOSviewer for thematic coding and bibliometric mapping. The authors identify three core trends: evolving student roles in AI-enhanced learning, shifts toward adaptive AI-mediated assessment models, and persistent ethical tensions in educational AI. Drawing on Universal Design for Learning (UDL) and trustworthy AI principles, the paper proposes actionable strategies for educators, policymakers, and institutions to implement AI in STEM in ways that are ethical, inclusive, and pedagogically coherent. This research is essential for those exploring AI in STEM pedagogy, transdisciplinary innovation, and education policy. DOI: https://doi.org/10.3389/feduc.2025.1619888
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Conference presentation: 'AI Disruptions in Higher Education'
Cristo Leon Ph.D., James Lipuma Ph.D., and Maximus Rafla
Power Point presentation
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