ABSTRACT
This paper offers a structured approach to develop a serious game as a tool for Continuing Education in Healthcare. Our methodology provides a detailed step-by-step guide to create such a game. The result is a serious game co-created with primary healthcare providers, demonstrating a successful approach to ongoing health education. By openly sharing both the game and the development process, we aim to foster a community of serious game developers, driving innovation and sustainability in health education.
KEYWORDS
Continued education; Educational technology; Primary Health Care.
RESUMO
Este artigo teve como objetivo oferecer uma estrutura para a criação de um serious game como uma tecnologia voltada para a Educação Permanente em Saúde. Em sua metodologia, exibe de forma detalhada o passo a passo do desenvolvimento dessa tecnologia. Como resultado, apresenta-se um serious game construído de forma participativa com os profissionais da Atenção Primária à Saúde, evidenciando um processo profícuo de Educação Permanente em Saúde. Em conclusão, destaca-se que, ao compartilhar livremente o jogo e a metodologia utilizada, incentiva-se a criação de uma comunidade de desenvolvedores de serious games, promovendo a inovação e a sustentabilidade da educação em saúde.
PALAVRAS-CHAVE
Educação permanente; Tecnologia educacional; Atenção Primária à; Saúde.
Introduction
The use of serious games can be considered a digital health strategy, especially in the context of Primary Health Care (PHC) in the Unified Health System (SUS). Serious games are digital games created to educate, train, or inform, and can be applied in the health field to promote learning in an interactive and engaging way. In PHC, serious games can train health professionals, since interactive games can be used to inform and guide doctors, nurses, and other PHC providers on new clinical guidelines, care protocols, or to simulate care situations.
Serious games are innovative tools widely recognized as having considerable potential to promote and support active learning. They are based on computer technologies with gameplay aspects that challenge and engage the player during interaction, as well as on logical and emotional responses, allowing the user to have greater integration with the technology1,2.
However, serious games are not only about playing. The main point is to achieve the goal using lessons learned from the games. Similarly, it is not an easy and absolute solution to solve all problems, as the same technique applied in different contexts may not generate the same result3. It is not possible to separate this type of technology from learning objectives, as these are the basis and motivation for the development of teaching tools, with serious games playing a supporting role rather than being the main focus of creation1.
Contextualized learning focused on the concrete reality of the healthcare system is the main purpose of Continuing Education for Health Professionals (CE), defined as an educational process based on critical reflection on the daily practice of healthcare providers, aiming to transform these practices by addressing the challenges encountered at work4. Although practices based on the traditional CE for Health Professionals model still prevail, there has been significant progress in the use of technological resources and their incorporation into daily work5.
This article aims to provide a framework for the creation of a serious game as a technology geared toward CE for Health Professionals. Below, we present a detailed and practical tutorial on the development process of this technology, which addressed topics related to prenatal care for pregnant women, aimed at reducing early infant mortality.
Material and methods
To develop a technology specifically geared toward CE for Health Professionals in PHC, a methodological study was conducted to build, validate, and evaluate tools6. The study was conducted in the following steps: exploratory phase, consisting of a consensus panel and review of manuals and clinical protocols; content validation; serious game development; semantic evaluation; and ludicity evaluation. These steps are shown in figure 1.
Exploratory phase
CONSENSUS PANEL: CHOOSING THE CASES FOR THE SERIOUS GAME
To select the content for the serious game, cases of early neonatal deaths from the last two years were initially identified, which had already been investigated by the Municipal Committee for the Prevention of Maternal, Infant, and Fetal Mortality (CMPMMIF) in a municipality in southern Brazil. The causes of death were identified, searching for maternal conditions or complications that affect the newborn. Therefore, 13 cases were selected, including: 6 cases due to maternal hypertensive disorders; 3 cases due to cervicoisthmic incompetence; 2 cases due to urinary tract infection during pregnancy; 1 case due to maternal COVID-19; and 1 case due to maternal epilepsy. A detailed analysis of each death was then performed, reviewing all prenatal care visits to identify those with risk factors for the conditions in question. Thus, six cases were selected for analysis in the consensus panel. A detailed description of the selection system for cases of early neonatal death to compose the serious game is shown below (figure 2).
The consensus panel was composed of seven members of the CMPMMIF, including two gynecologists/obstetricians (GO), one pediatric neonatologist, three PHC nurses, and one high-risk prenatal nurse.
For each case analyzed, values from 0 to 4 were assigned and presented on a Likert scale: (0 - not relevant, I do not see the need to include this case; 1 - slightly relevant, but it can be included; 2 - relevant, but if I have to exclude any case, it could be this one; 3 - extremely relevant, it would be very good to include; 4 - essential, it must be included). In the analysis of the questionnaires, the three cases that obtained the highest number of responses 3 or 4 were considered.
REVIEW OF MANUALS AND PROTOCOLS: SEEKING BEST CARE PRACTICES
After defining the cases that would comprise the serious game, we conducted a review of the Ministry of Health (MS) manuals and clinical protocols used in Brazil that addressed the following topics: maternal hypertensive disorders, cervical insufficiency, and urinary tract infection during pregnancy. Then, all the material was read and analyzed in detail to support the conduct of each case based on official recommendations, lying as a foundation to develop the serious game content. The review of these documents is justified, as they guide health professionals on the conduct to be followed in PHC.
Content validation: elements for the serious game
After the content was structured, it was validated. To select the experts, a preliminary search was conducted in the research groups listed in the Directory of Research Groups of the Brazilian National Council for Scientific and Technological Development (CNPq), using the search terms: “infant mortality” and “maternal health”. In addition, as an inclusion criterion, groups in the health field that had been updated in the last 12 months were considered. At the same time, a search was conducted for authors of articles published in the last five years in databases such as PubMed, Scopus, and the Virtual Health Library (VHL), using the terms “infant mortality” and “maternal health”. The authors were then invited to participate in the validation. The invitation was sent to 60 experts, of whom 14 responded.
The validators evaluated the listed content, assigning a score to each item according to their level of agreement on a 4-point Likert scale (1 - strongly agree; 2 - agree; 3 - disagree; 4 - strongly disagree). Suggestions were also made, which were considered for inclusion in the serious game. The analysis of the variables included descriptive statistical calculations, using Google Sheets® to organize the results obtained from the questionnaires. The calculation was made based on the sum of responses 1 and 2 from each participant for each item in the questionnaire, dividing this sum by the total number of responses, as follows:
After completing the definition and validation of the content, the development phase of the serious game began.
Serious game development: creation structure
In this step, the framework, which consists of a detailed and structured step-by-step guide for the development of the serious game, will be presented. This model aims to guide and facilitate the understanding and application of the process by different teams, ensuring a systematic and efficient approach to the creation of the educational tool.
The development of this serious game for CE for Heatlh Professionals in PHC followed the structure proposed by Novak7, which comprises seven steps: Concept, Pre-production, Prototype, Production, Alpha Phase, Beta Phase, and Gold Phase, described below.
Step 1 - Concept: in this phase, after selecting the content to be addressed, the concept of the serious game was developed. Objective: to develop the idea of the serious game, defining the plot, objectives, basic functionalities, and target audience.
Step 2 - Pre-production: in this step, the game was detailed, including technical specifications, character descriptions, steps, plots, and the world of serious games. Thus, the Game Design Document (GDD) was created, which, according to Novak7, is a reference guide in the development process and should specify the rules of the game with a sufficient level of detail for its production. Objective: to detail the game, specifying technical aspects, characters, steps, and plot.
Table 1 summarizes the game design representations, organized according to the steps described.
Step 3 - Prototype: at this point, software development began, and a prototype was created to facilitate understanding of the idea and proposed mechanics. The serious game was developed on a web platform divided into two fronts: the backend and the frontend, both built in NodeJS using the NextJS framework. A PostgreSQL instance was used for the database. The website, server, and database were hosted on a Heroku instance with public access via desktop. Axion was used to analyze and track user behavior. The project code is available on GitHub for free use. Objective: to develop a prototype for the game’s mechanics/functionality.
After the prototype was finalized, it was possible to visualize the game and see the idea translated and transformed into reality. The team involved conducted primary tests and indicated adjustments related to game dynamics.
Step 4 - Production: this was the step in which the serious game was effectively developed and structured, including all game content. The elements and features detailed in the GDD were implemented and integrated to form the complete system. Objective: to implement and integrate all game elements, including content and features.
The following describes the initial presentation and guidelines.
Below there are descriptions of the three clinical cases presented in this study, as well as the questions, alternatives, feedback, and final message. Each case contains five questions, with three alternatives each, two of which are incorrect, and one is correct. For each alternative selected, there is immediate feedback with an explanation of the choice made. To better visualize each alternative, the incorrect ones have a pink background, and the correct alternatives have a green background.
Step 5 - Alpha Phase: in this step, with the cases and questions included, the serious game could already be played from start to finish. To detect flaws or unwanted behaviors, the game was thoroughly tested by the team involved in its development. To do so, they played on different computers and operating systems. The problems detected were carefully evaluated and corrected. Objective: to test the game internally to identify flaws and undesirable behaviors.
Step 6 - Beta Phase: in this phase, the serious game was made available for semantic and ludicity evaluation. Adjustments resulting from the evaluations were made and the production process was finalized. Objective: to evaluate the game with the target audience to verify understanding and ludicity.
Step 7 - Gold: this step represented the completion of the serious game’s development and was understood as the final phase, in which the game was considered complete and ready to be implemented. This step only took place after the semantic and playfulness assessments had been completed. Objective: to complete development and prepare the game for implementation.
Semantic evaluation of the serious game
To verify the understanding of the items, the semantic evaluation phase began, which took place in the beta phase of the game’s development. Twenty PHC nurses who work directly with pregnant women at this level of health care participated in this step.
A 4-point Likert scale was used to evaluate each item in the instrument, as follows: 1 - strongly disagree; 2 - disagree; 3 - agree; 4 - strongly agree. The calculation was based on the sum of responses 3 and 4 for each participant for each item in the questionnaire, dividing this sum by the total number of responses, as follows:
The data obtained through the semantic evaluation tool were organized in Google Sheets® and obtained a Global SVI (Semantic Validity Index) of 1. There were no items with a score of 1 or 2, so no revision was necessary.
Assessment of the serious game’s ludicity
After the semantic evaluation, the same group of nurses evaluated the game’s ludicity using a questionnaire complementary to that step. The evaluation of this step was carried out following the dimensions proposed in the instrument ‘Ludic-Quest to the ludicity of games in health: playability and emotions in the field’8. To evaluate each item of the instrument, a 4- point ordinal Likert scale was used, as follows: 1 - strongly disagree; 2 - disagree; 3 - agree; 4 - strongly agree.
The Ludicity Validity Index (LVI)9 was used for data analysis. The calculation was based on the sum of responses 3 and 4 for each participant in each item of the questionnaire, dividing this sum by the total number of responses, as follows:
To evaluate the instrument, the total number of items considered relevant was divided by the total number of items, considering that the acceptable agreement rate among the target audience should be 0.70 or 0.809. For this study, we used a minimum index of 0.75.
In this step, a quantitative analysis of the questionnaires answered by the target audience was performed. The data obtained through the ludicity assessment tool were organized in Google Sheets® and obtained a Global IVL of 0.9823, which was considered adequate in terms of ludicity.
Results
Serious games are developed on a web platform and are aimed at developing the process of continuing education for PHC professionals, with a focus on early identification of risk factors and appropriate interventions during pregnancy. To this end, the player must assume their role in PHC and apply their knowledge and skills to make appropriate decisions in the care of pregnant women.
Regarding the validation and evaluation steps, the content obtained a Content Validity Index of 0.98; the semantics reached a Semantic Validity Index of 1; and the ludicity, an index of 0.98, all of which were considered excellent. In addition to the quantitative evaluation, there were spaces in the questionnaires for subjective comments. Comments emphasized the importance of the serious game developed:
They are important to prepare the Primary Care team and serve as warning signs for the prevention of early maternal and neonatal mortality.
These data indicate risks during pregnancy, so the team must be aware of and attentive to the symptoms.
They are very good. Case studies are great.
I loved it! There could be more cases.
The serious game proved to be effective in terms of content, semantics, and ludicity, establishing itself as a technology with the potential to encourage healthcare providers to improve their knowledge in a playful and motivating way. Based on the identification of real cases and data analysis, the authors developed the serious game as a training tool for PHC professionals. In addition, the game is aligned with the Sustainable Development Goals (SDGs) for Good Health and Well-being (SDG 3.2)10, contributing to the reduction of infant mortality by training nurses to identify and intervene early in risk factors for neonatal mortality. The serious game also supports Quality Education (SDG 4), promoting the continuing education of healthcare providers through an innovative approach that uses technology to improve knowledge and skills.
Finally, the serious game was implemented in the Continuing Education Program of the Health Department of the municipality where it was developed. It was also made available to several higher education institutions in the region and incorporated into the program content of the Regional Health Department’s Habitual Risk Prenatal Course. The tool is available on the website of the Graduate Nursing Program at the State University of Santa Catarina (UDESC) and can be accessed by the public for free.
In the process of building and evaluating the serious game, it is noteworthy that the active participation of PHC professionals was essential. From the selection and analysis of the critical cases that made up the game, through the validation of the content and evaluation of the gameplay, this process took the form of a true CE for Health Professionals. During these moments, there was an exchange of knowledge, reflections on the causes, and a search for the best courses of action. The conclusion is that it is possible to apply digital technologies to the development of CE for Health Professionals in PHC. To create a serious game, it is necessary to follow a few steps:
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Define, with the team, the demands for care and study.
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Describe the game content.
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Select the game format, noting that there are many free platforms for creating games and images available on the internet; just search and choose.
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Seek assistance, if necessary, from IT professionals working in health departments.
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Implement it in the healthcare network and learn in a playful and fun way. It is important to mention that there are game platforms that allow you to update content, which is essential for keeping behaviors and resolutions up to date.
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Share the game with educational institutions, in order to train future healthcare providers.
Discussion
The analysis of the results presented in the article reveals that serious games are not only effective in terms of content, semantics, and ludicity, but also represent a significant innovation in approaches to training PHC professionals. The identification of real cases and data analysis are elements that reinforce the relevance of the game as a practical tool for training, aligning with the SDGs, especially regarding reducing child mortality (SDG 3.2)10. .In addition, the serious game contributes to Quality Education (SDG 4) by offering a methodology that integrates the continuing education of health professionals. Education should be a continuous and contextualized process, and the inclusion of technological tools in this process expands the possibilities for learning.
Serious games are educational games used for teaching, which use virtual simulation to mimic reality, becoming a tool for didactic innovation11. Their main objective is focused on learning, and, through their dynamic, responsive, and visual nature, they produce motivation, strong user engagement, and meaningful learning12.
Serious games stand out for their relevance to teaching, as they encourage students to play an active role in their teaching and learning process13. Thus, educational games are increasingly proving to be a technology capable of encouraging healthcare professionals to improve their knowledge in a playful and motivational way. This tool can be a powerful ally in continuing education, as it provides an immersive and collaborative learning experience, contributing to the development of essential skills for healthcare practice, such as decisionmaking, teamwork, and complex problem-solving14.
The active participation of PHC professionals in the construction of the game was a crucial aspect, as it favored the exchange of knowledge and critical reflections. This approach is in line with the Health Work and Education Management Policy, which emphasizes the importance of worker participation as essential to the effectiveness and efficiency of the SUS. In this context, professionals are seen as subjects and agents of change in their work environments and practices, assuming the role of protagonists in practices and knowledge development15 .
Methodological innovation, which includes approaches such as the use of digital technologies and problem-based learning, also encourages worker autonomy. The use of digital technologies and collaborative learning enable critical reflection and the application of knowledge in a more effective manner16.
The implementation of the serious game in the Continuing Education Program of the Health Secretariat, as well as its availability to higher education institutions, demonstrates the tool’s potential for replicability and scalability. The accessibility of the game through the platform of the Graduate Program in Nursing at UDESC is an example of how technology can democratize knowledge and expand the reach of training initiatives. With advances in science and communication technology in recent years, digital technologies have come to be recognized as important tools that can facilitate and enhance this process. Access to equipment, devices, applications, and sources of information has become essential to reduce the differences between students regarding their different social backgrounds17.
Final considerations
CE for Health Professionals gains new momentum with the use of serious games. The research shows that this innovative tool, through the collaborative creation of serious games, has the potential to promote the continuous and effective updating of PHC professionals. The active participation of professionals in the construction of the game ensured the relevance of the content and its applicability in practice, promoting interactive and engaging learning.
The feasibility of the framework lies in its detailed and organized step-by-step approach, which facilitates understanding and application by different teams, and in the use of accessible tools and platforms, many of which are free, contributing to reduced development costs and making the creation of serious games a reality for institutions with limited budgets. The proposal presented in this article, by providing a replicable model, demonstrates the feasibility of developing quality educational games with limited resources. The detailed structure for the creation of serious games aims to encourage health and educational institutions to develop their own games, adapting them to their specific needs.
Although the results of this study demonstrate the potential of serious games in continuing education for prenatal care, some limitations should be considered. The research was applied to a specific group of PHC professionals, which may restrict the generalization of the findings. Future research should seek to expand the investigation to larger and more diverse groups, in addition to exploring the application of this technology in other lines of care, such as child, adult, and elderly health, enabling the expansion of the use of serious games in CE for Health Professionals to various areas of care.
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Financial support:
Non-existent
Data availability:
Research data are contained in the manuscript itself
References
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Editor in charge: Paulo Victor Rodrigues de Carvalho
Publication Dates
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Publication in this collection
31 Oct 2025 -
Date of issue
2025
History
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Received
11 Nov 2024 -
Accepted
07 May 2025



Source: Prepared by the authors.
Source: Prepared by the authors.