Jogos Sérios como Ferramenta para a Divulgação de Pesquisas Científicas: uma Revisão Sistemática de Literatura
Resumo
Introdução: Jogos Sérios têm sido utilizados como ferramenta educativa de maneira bem sucedida. Isso levanta a questão de se estudar sua utilização no ensino superior e em contextos diferentes, como o da divulgação científica. Objetivo: Este estudo busca apresentar os resultados de uma revisão sistemática da literatura sobre a abordagem de divulgação científica por meio de Jogos Sérios. Metodologia ou Etapas: Foram pesquisadas diversas strings relacionadas a Jogos Sérios e divulgação científica, em diferentes bases de dados de pesquisa. As pesquisas coletadas passaram por cinco etapas de avaliação, envolvendo relevância com o tema. Resultados: No final, dos 1.048 artigos encontrados, foram selecionados 17 relacionados ao uso de jogos como ferramenta de divulgação científica e que respondiam satisfatoriamente às perguntas propostas.
Palavras-chave:
Jogos Sérios, Divulgação Científica, Revisão Sistemática de Literatura, Jogos
Referências
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Collodel, G., Masini, M., Signorini, C., Moretti, E., Castellini, C., Noto, D., Mattioli, S., Santalucia, V., Baraldi, S., Lusuardi, L., Sirizzotti, M., e Innocenti, A. (2019). Antioxidants, dietary fatty acids, and sperm: A virtual reality applied game for scientific dissemination. Oxidative Medicine and Cellular Longevity, 2019:1–4.
Cruzado Bautista, K. e Vite León, V. (2022). Scientific dissemination and tiktok: A systematic review of scientific literature in web of science. In INTED2022 Proceedings, 16th International Technology, Education and Development Conference, pages 8090–8095. IATED.
Djaouti, D., Alvarez, J., Jessel, J.-P., e Rampnoux, O. (2011). Origins of serious games. Serious games and edutainment applications, pages 25–43.
Fawcett, W., Charlesworth, M., Cook, T., e Klein, A. (2020). Education and scientific dissemination during the covid-19 pandemic. Anaesthesia, 76(3):301.
Feng, Z., González, V. A., Amor, R., Lovreglio, R., e Cabrera-Guerrero, G. (2018). Immersive virtual reality serious games for evacuation training and research: A systematic literature review. Computers Education, 127:252–266.
Fiore, N., Montinaro, S., Sangiorgio, F., Lorenzi, C., e Basset, A. (2014). The scientific research game: Moodle as a game based platform and a social community system. In EDULEARN14 Proceedings, 6th International Conference on Education and New Learning Technologies, pages 1659–1666. IATED.
Gómez-Maureira, M. A., van Duijn, M., Rieffe, C., e Plaat, A. (2022). Academic games - mapping the use of video games in research contexts. In Proceedings of the 17th International Conference on the Foundations of Digital Games, FDG ’22, New York, NY, USA. Association for Computing Machinery.
Izaguirre, J. I., Ferrari, A. A., e Acuto, F. A. (2024). Exploring cultural heritage and archaeological research from a vr-based approach. Digital Applications in Archaeology and Cultural Heritage, 32:e00318.
Jackson, J., Iacovides, J., Duncan, M., Alders, M., Maben, J., e Anderson, J. (2020). Operationalizing resilient healthcare concepts through a serious video game for clinicians. Applied Ergonomics, 87:103112.
Kuo, M.-S. e Chuang, T.-Y. (2016). How gamification motivates visits and engagement for online academic dissemination – an empirical study. Computers in Human Behavior, 55:16–27.
Laamarti, F., Eid, M., e El Saddik, A. (2014). An overview of serious games. International Journal of Computer Games Technology, 2014(1):358152.
Lima, L. D. d., Guimarães, C., Ribeiro, C., Alves, L. C., e Carvalho, M. S. (2025). Scientific dissemination in csp: importance, advances, and challenges.
Miller, J. A., Buse, K., Dhaliwal, R. S., Siegel, J., Cooper, S., e Milburn, C. (2023). Wrapped in story: The affordances of narrative for citizen science games. FDG ’23, New York, NY, USA. Association for Computing Machinery.
Prestopnik, N., Crowston, K., e Wang, J. (2017). Gamers, citizen scientists, and data: Exploring participant contributions in two games with a purpose. Computers in Human Behavior, 68:254–268.
Velazquez-Solis, P. E., Flores-Rios, B. L., Angélica, A.-V. M., Ibarra-Esquer, J. E., Fernando, G.-N. F., e Antonio, A. V. R. (2022). Analysis of scientific dissemination posts on facebook from a social media approach. In 2022 17th Iberian Conference on Information Systems and Technologies (CISTI), pages 1–6.
Vergara, F., Olivares-Rodríguez, C., Guenaga, M., López-De-Ipiña, D., Puerta-Beldarrain, M., e Sánchez-Corcuera, R. (2024). Enhancing citizen science engagement through gamification: A case study of the socio-bee project. In 2024 9th International Conference on Smart and Sustainable Technologies (SpliTech), pages 1–7.
Yanti, P. P., Rosmansyah, Y., e Dabarsyah, B. (2019). Serious games for children: A systematic literature review. In 2019 International Conference on Informatics, Multimedia, Cyber and Information System (ICIMCIS), pages 79–84.
Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9):25– 32.
Ahrens, D. (2015). Serious games – a new perspective on workbased learning. Procedia - Social and Behavioral Sciences, 204:277–281.
Ariffin, M. M., Baharon, N. S. H. ., e Muda, M. I. C. (2010). Using computer simulation as an alternative mechanism to transfer knowledge among the knowledge workers. In 2010 International Conference on Information Retrieval Knowledge Management (CAMP), pages 362–366.
Bourne, P. E. e Chalupa, L. M. (2008). A new approach to scientific dissemination. Materials Today, 11(6):48.
Caruso, F., Peretti, S., Barletta, V. S., Pino, M. C., e Mascio, T. D. (2023). Recommendations for developing immersive virtual reality serious game for autism: Insights from a systematic literature review. IEEE Access, 11:74898–74913.
Collodel, G., Masini, M., Signorini, C., Moretti, E., Castellini, C., Noto, D., Mattioli, S., Santalucia, V., Baraldi, S., Lusuardi, L., Sirizzotti, M., e Innocenti, A. (2019). Antioxidants, dietary fatty acids, and sperm: A virtual reality applied game for scientific dissemination. Oxidative Medicine and Cellular Longevity, 2019:1–4.
Cruzado Bautista, K. e Vite León, V. (2022). Scientific dissemination and tiktok: A systematic review of scientific literature in web of science. In INTED2022 Proceedings, 16th International Technology, Education and Development Conference, pages 8090–8095. IATED.
Djaouti, D., Alvarez, J., Jessel, J.-P., e Rampnoux, O. (2011). Origins of serious games. Serious games and edutainment applications, pages 25–43.
Fawcett, W., Charlesworth, M., Cook, T., e Klein, A. (2020). Education and scientific dissemination during the covid-19 pandemic. Anaesthesia, 76(3):301.
Feng, Z., González, V. A., Amor, R., Lovreglio, R., e Cabrera-Guerrero, G. (2018). Immersive virtual reality serious games for evacuation training and research: A systematic literature review. Computers Education, 127:252–266.
Fiore, N., Montinaro, S., Sangiorgio, F., Lorenzi, C., e Basset, A. (2014). The scientific research game: Moodle as a game based platform and a social community system. In EDULEARN14 Proceedings, 6th International Conference on Education and New Learning Technologies, pages 1659–1666. IATED.
Gómez-Maureira, M. A., van Duijn, M., Rieffe, C., e Plaat, A. (2022). Academic games - mapping the use of video games in research contexts. In Proceedings of the 17th International Conference on the Foundations of Digital Games, FDG ’22, New York, NY, USA. Association for Computing Machinery.
Izaguirre, J. I., Ferrari, A. A., e Acuto, F. A. (2024). Exploring cultural heritage and archaeological research from a vr-based approach. Digital Applications in Archaeology and Cultural Heritage, 32:e00318.
Jackson, J., Iacovides, J., Duncan, M., Alders, M., Maben, J., e Anderson, J. (2020). Operationalizing resilient healthcare concepts through a serious video game for clinicians. Applied Ergonomics, 87:103112.
Kuo, M.-S. e Chuang, T.-Y. (2016). How gamification motivates visits and engagement for online academic dissemination – an empirical study. Computers in Human Behavior, 55:16–27.
Laamarti, F., Eid, M., e El Saddik, A. (2014). An overview of serious games. International Journal of Computer Games Technology, 2014(1):358152.
Lima, L. D. d., Guimarães, C., Ribeiro, C., Alves, L. C., e Carvalho, M. S. (2025). Scientific dissemination in csp: importance, advances, and challenges.
Miller, J. A., Buse, K., Dhaliwal, R. S., Siegel, J., Cooper, S., e Milburn, C. (2023). Wrapped in story: The affordances of narrative for citizen science games. FDG ’23, New York, NY, USA. Association for Computing Machinery.
Prestopnik, N., Crowston, K., e Wang, J. (2017). Gamers, citizen scientists, and data: Exploring participant contributions in two games with a purpose. Computers in Human Behavior, 68:254–268.
Velazquez-Solis, P. E., Flores-Rios, B. L., Angélica, A.-V. M., Ibarra-Esquer, J. E., Fernando, G.-N. F., e Antonio, A. V. R. (2022). Analysis of scientific dissemination posts on facebook from a social media approach. In 2022 17th Iberian Conference on Information Systems and Technologies (CISTI), pages 1–6.
Vergara, F., Olivares-Rodríguez, C., Guenaga, M., López-De-Ipiña, D., Puerta-Beldarrain, M., e Sánchez-Corcuera, R. (2024). Enhancing citizen science engagement through gamification: A case study of the socio-bee project. In 2024 9th International Conference on Smart and Sustainable Technologies (SpliTech), pages 1–7.
Yanti, P. P., Rosmansyah, Y., e Dabarsyah, B. (2019). Serious games for children: A systematic literature review. In 2019 International Conference on Informatics, Multimedia, Cyber and Information System (ICIMCIS), pages 79–84.
Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9):25– 32.
Publicado
30/09/2025
Como Citar
CKAGNAZAROFF, Daniel Duarte; NOBRE, Cristiane Neri; ISHITANI, Lucila.
Jogos Sérios como Ferramenta para a Divulgação de Pesquisas Científicas: uma Revisão Sistemática de Literatura. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 24. , 2025, Salvador/BA.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
.
p. 1286-1297.
DOI: https://doi.org/10.5753/sbgames.2025.9856.
