Lessons Learned from the Creation Process of an Educational Game at the Intersection of Art, Science, and Medicine

  • Geraldo Xexéo UFRJ
  • François Noël UFRJ
  • Ana Cavalcanti UFRJ
  • Izadora Sant’Anna UFRJ
  • Anna Clara Frieiro Pereira UFRJ
  • Richard Dias UFRJ

Resumo


Introduction: Artworks can represent diseases, symptoms, treatments, and clinical conditions while also being affected by artists’ illness. Objective: This paper analyzes the creation process of Enigma das Artes to extract transferable design lessons for interdisciplinary educational games based on visual cultural collections. Methodology: We adopt an experience report approach supported by documentary triangulation, using timelines, meeting minutes, design documents, phase specifications, presentations, development conversations, and evaluation planning records to reconstruct the project’s trajectory. Results: The analysis identifies four transferable design negotiations that structured the process: interpretive, curatorial, visual and technical, and legal negotiations.
Palavras-chave: scientific communication, interdisciplinary design

Referências

Alexander, C., Ishikawa, S., e Silverstein, M. (1977). A Pattern Language: Towns, Buildings, Construction. Oxford University Press.

Antoniou, A., Lepouras, G., Bampatzia, S., e Almpanoudi, H. (2013). An approach for serious game development for cultural heritage: Case study for an archaeological site and museum. Journal on Computing and Cultural Heritage, 6(4).

Bahia, A. B. (2023). Game design at the art museum: The nubla case of educathyssen. Herança, 6(1):53–68.

Bailey, L. (2026). Translating research into play: Design insights for evidence-based science games in museum settings. Journal of Science Communication, 25(1).

Björk, S. e Holopainen, J. (2005). Patterns in Game Design. Charles River Media.

Calhabeu, G. e Lima, T. (2025). Design e desenvolvimento de um jogo independente: relato de experiência em um contexto acadêmico. In Anais do XXIV Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação.

Gestwicki, P. e McNely, B. (2012). A case study of a five-step design thinking process in educational museum game design. In Proceedings of Meaningful Play 2012.

Kantorski, B., Bruzdewicz, K., Will, S., e Pollock, J. A. (2025). Cards, cubes, and collaboration: A case study of the development of an educational board game. Discover Education.

Pilestedt, J. (2011). Postmortem: Arrowhead game studios’ magicka.

Sheffield, B. (2008). Still alive: Kim swift and erik wolpaw talk portal.

Souza, R., Mesquita, J., Sousa, F., e Luiz, A. C. (2025). Interceptadores: lições aprendidas com o desenvolvimento de um jogo educacional de realidade virtual. In Anais do XXIV Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação.

Stock, P. (2006). Indie postmortem: Armadillo run.

Tang, J. (2025). Cultural heritage-based game design: A case study of the hill. Master’s thesis, École Polytechnique Fédérale de Lausanne.
Publicado
29/09/2026
XEXÉO, Geraldo; NOËL, François; CAVALCANTI, Ana; SANT’ANNA, Izadora; PEREIRA, Anna Clara Frieiro; DIAS, Richard. Lessons Learned from the Creation Process of an Educational Game at the Intersection of Art, Science, and Medicine. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 25. , 2026, Goiânia/GO. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2026 . p. 535-545. DOI: https://doi.org/10.5753/sbgames.2026.26188.