Design Science Research: Balancing Science and Art in Building A Game Applied To Health
Design Science Research: Balancing Science and Art in Building A Game Applied To Health
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In the field of applied computing, such as in the development of games applied to health, there is a growing
interweaving of two distinct fields: ”Science” and ”Art”. The methodology of Design Science Research (DSR) can
contribute by directing with greater scientific rigor the development of technology-oriented research. The objective
of this paper is to present and discuss the use of the DSR methodology in applied computing research, in which the
developed artifact is a game applied to health. Three development cycles were defined. The first cycle prioritizes the
understanding of the problem, the second defines the development of the main artifact, and the third, in turn, deals
with the evaluation of the artifact. In this way, it was possible to instantiate a DSR model and generate artifacts that
contribute to the understanding and the practical development of the solution. We also present a discussion about
the conduct of the research and adaptations that this model could receive for research focused on game design for
applied game development. The conclusion is that a balance between ”Science” and ”Art” results in innovative work
that is in demand for production.
Keywords: Design Science Research, DSR, Applied Game, Serious Game, Arterial Hypertension
2 Design Science Research A proposal for conducting this method was made by
Dresch et al. (2015) which considers twelve main steps (Fig.
Scientific knowledge seeks to explain the world through ob- 1): Problem identification; Problem awareness; Systematic
servation and the use of methods to validate hypotheses. It Literature Review; Identification of artifacts and problem
can be categorized into formal sciences, which encompass classes; Proposition of artifacts to solve the specific problem;
the study of abstract and symbolic relationships; natural sci- Design of the selected artifact; Development of the artifact;
ences, which comprise the study of natural phenomena; and Evaluation of the artifact; Explicitation of the findings; Con-
social sciences, which cover the study of human and social clusions; Generalization to a class of problems; Communica-
phenomena (Rochadel (2016)). tion of the results.
Technological advances have caused so many transforma-
tions in society that have influenced the way science is done: Table 1. Types of artifacts. Source: Reis (2019).
traditional sciences have limitations because it is not enough Artifact Description
to explore, describe, explain and predict phenomena, there is Constructs Consist of the conceptualization used to de-
still the need to design and produce systems for the advance- scribe the problems within the domain and to
ment of science (Dresch et al. (2015)). Therefore, mankind specify their respective solutions.
has been increasingly building artifacts for problem-solving. Models Set of propositions that express the relation-
Observing this context, Simon (1980) highlights the con- ships between constructs, i.e., describe or rep-
cept of Design Science, translated by science of the artificial, resent the context, the structure of reality to
aimed at research that is focused on problem-solving and con- be a useful representation.
sequently on the design of artifacts. Principles Guidelines to serve as a support or guide for
Design Science Research (DSR) was developed as a re- structuring systems – facts, principles, and
search method for advancing science and technology with the concepts to guide design.
intent to legitimate the production of scientific knowledge Methods Set of sequenced steps for executing a task,
from the construction of artifacts and using as an epistemo- based on a collection of constructs (language)
logical basis the science of the artificial (Dresch et al. (2015); and a representation (model) in a solution
Peffers et al. (2007); Rochadel (2016)). This epistemological- space.
methodological approach has been applied in the fields of in-
Instantiations It is the materialization of an artifact in its
formation systems, production engineering, and applied com-
environment, that is, it is the operationaliza-
puting, and relies on seven fundamental criteria that help con-
tion of the constructs, models and methods,
duct the research: the creation of new artifact, specific prob-
demonstrating the viability and effectiveness
lem, artifact evaluation, contribution in the market and the
of the models and methods that they encom-
academy, artifact development strictness, research execution,
pass.
and communication of the results (Dresch et al. (2015)).
Theories Speculative, methodical, and organized
knowledge – a set of instructions perspective
(of a hypothetical and synthetic nature) on
Problem identification how to do something to achieve a certain
goal. A theory includes other artifacts, such
Problem awareness
as constructs, models, design principles, and
methods.
Systematic Literature Review
Identification of artifacts
and problem classes
The artifacts mentioned in this approach correspond to
Proposition of artifacts to human creations, such as instantiations, frameworks, archi-
solve the specific problem tectures, design principles, methods and models (Table 1).
Desing of the selected artifact Therefore, it is said that DSR is based on two different types
of research that complement each other: design research and
Development of the artifact behavioral science research (Dresch et al. (2015)).
The interest in addressing chronic non-communicable dis- fact were established. The artifact must:
eases was highlighted by the impact factor of these diseases
on society. Due to the characteristics of chronic diseases, the • enable welcoming and motivating the person;
patient must commit to medical treatment for his entire life • present simple and frequent tasks;
and, in most cases, must change lifestyle. Health profession- • follow a change plan;
als pointed out that there is a challenge for the patient’s ad- • reinforce desired behavior;
herence to the medical treatment of chronic diseases, being a • prevent relapses;
major issue for both the patient and the entire health system. • enable easy interaction when recording data.
The meetings were held remotely with a discussion about
the low adherence to health treatment and the care plan of With this, it was possible to establish the knowledge infor-
patients with chronic non-communicable diseases. It was em- mation about the problem and context, problem in context,
phasized that in the capital city of Goiânia there is a larger and acceptance criteria, as shown in Fig. 2.
number of individuals with hypertension and type 2 dia-
betes, and that these groups exhibit greater difficulty in the
Lifestyle Change stage.
Originally, the research was inclined to focus on people
with type 2 diabetes, due to the amount of accessible mate-
rial and the number of health professionals who work directly
with this public. However, the LHA’s support was crucial to
the final decision, as it helped to delimit the problem the re-
search would focus on and facilitate the evaluation process
and other health sector formalities.
Therefore, the group started to search for references and
concepts involving the care of arterial hypertension, such as:
Brazilian Guidelines, Basic Care Manuals, Criteria and Pa-
rameters of Care, and Recommendation Reports. As a con-
sequence, the interest in approaching self-care and remote
monitoring of arterial hypertension in a continuous care con-
text was delimited.
Simultaneously, while the problem and the context were
being delimited, there was in the group a growing research
around the use of ludic, in such a way that through systematic
reviews (Oliveira and Carvalho (2017); Souza et al. (2021))
it was found that a game can be a tool that adds a layer of
fun to routine activities, impacting the person’s experience
and producing emotional responses that can engage them in
these activities. Thus, the research question arose: can a game
support a person’s engagement in self-care for hypertension?
This research question relates several theoretical and tech-
nical aspects that range from the construction of the game
(artifact) and its acceptance in usability aspects, to the fac-
tors that relate adherence, engagement, and self-care in the
context of hypertension, thus framing the research in Design
Figure 2. Framework regarding the problem and context.
Science.
Consequently, the proposal is to evaluate the relationship
of engagement provided by an intervention through a game The next step was to define the target audience. In a macro
applied to self-care, adherence to treatment, and blood pres- view of the LHA population, it is mostly composed of women
sure control of hypertensive patients of LHA, who are fol- over 55, polypharmacy, 30% diabetics, with cases of depres-
lowed up in a specialized service in a Brazilian capital. sion and anxiety.
The model adopted for conducting the research is based The audience profile resulted in some requirements for the
on the DSR model adapted by Pimentel and collaborators construction of the artifact:
(Pimentel et al. (2020)) and it enforces the construction of
a theoretical framework for the research to make explicit the • Usability question - How to simplify data entry?
behavioral conjectures that influence the design of artifacts. • Acceptability question - Which games appeal to the au-
The twelve steps proposed by Dresch et al. (2015) are con- dience profile?
templated in this model, that is, by this stage, the problem has
been identified, there has been aware of it, and the literature To answer these two questions it was necessary to perform
review was conducted. searches in research databases (Souza and Trevisan (2014),
Based on the references and with the cooperation of the Cota et al. (2014), de Oliveira Santos et al. (2013)). It was
healthcare professionals, criteria for acceptance of the arti- defined that the use of smart devices (IoT, Internet of Things)
Design Science Research: Balancing Science and Art in Building a Game Applied to Health Oliveira et al. 2022
could be adopted as the most natural way (pervasive) of data that presents the health data in a format more suitable for
collection, and that games of the casual genre, such as Candy information consultation, and, finally, the game, the main in-
Crush, are popular among the adult/elderly audience, as they terface of ludic engagement for the person. In this way, the
present characteristics of having adjustable difficulty, easy scope of the main artifact was defined, as represented in Fig.
controls, clear objectives, and reduced daily playing time. 3.
Thus, the artifact’s scope was better delimited. The name
Salus Ciber Ludens (SCL), adopted for the project, derives
from a few terms: “Salus”, from Latin, refers to the health,
and life; “Ciber”, the element that makes up the English word
cybernetics (or cibernética, in Portuguese) and relates to
technology and connectivity; finally, “Ludens”, from Latin,
represents the ludic and the game. Thus, by uniting these con-
cepts, we have the SCL platform, which is a ludic system for
the integration of a game applied to health with patient mon-
Figure 3. Artifact delimitation.
itoring at home. Its goal is to improve the patient’s engage-
ment in the treatment of non-communicable chronic diseases,
such as hypertension.
Once the context, the problem, the research question, and Concluding the first cycle, a simulation was created using
the artifact were established, the process of developing the Discrete Event Systems. The use of simulation is a way to
artifact started. It can be noted that in these stages there was predict the behavior of complex systems that could not be
a lot of research around the problem and the proposal, which tested otherwise (Zeigler et al. (1997)). Thus, the DSR steps
were important to extract criteria to assess the research. To fa- of identifying the artifacts and problem classes and designing
cilitate the description of the process, three main cycles were the main artifact (the SCL) were performed.
defined: the first cycle, which covers the initial development
and the artifact concept; the second cycle, encompassing the 3.2 Second Cycle
coding and creation of assets; and the third cycle, compre-
hending the artifact’s evaluation. The second cycle of the DSR methodology started with the
The research is currently in its second cycle and the SCL definition of the overall SCL architecture (starting from the
is its main artifact, which is currently in the final stages of de- interaction flow), which is composed of three main mod-
velopment. At each stage of the artifact development, there ules and a web service for communication (see Fig. 8, SCL
is a refinement of the techniques and of the theoretical frame- overview).
work until the acceptance criteria are validated. In each cycle, In this cycle, the development of the application and the
smaller artifacts are generated that support the construction web service structure were started. The RESTful web service
of the main artifact, and these are validated to mitigate errors uses the HTTP communication protocol to transport data and
at the end of the process. distribute services. In this manner, any application that sup-
ports the HTTP protocol can request the available services.
The JSON data formatting standard allows for a lightweight
3.1 First Cycle
information exchange, i.e., it does not require extensive net-
The first cycle of the DSR methodology began with meetings work bandwidth consumption from both the client and the
with health professionals from the Faculty of Nursing (FE) of server.
the Universade Federal de Goiás - UFG. At this point in the development, the artifact’s verification
Once the target audience was decided, key parameters criteria were stipulated so that the devices, the application,
were defined that indicate through data whether the person and the game must communicate with the web service, being
is managing to perform self-care actions related to hyperten- able to both send and receive data. Also, in-game interactions
sion, such as what value of systolic and/or diastolic blood should always generate some feedback being the narrative
pressure can trigger events that not only notify the person, progression an immediate way of noticing weekly progres-
but also intervene in some way (in the game or in the ana- sion.
logic world). In addition to the development of the web service, health
Currently, to measure these parameters, the patient goes goals were also stipulated, which are the activities that the
to the LHA, takes the weekly measurements, and returns SCL should manage and support. In the game, these health
home with a device for Residential Blood Pressure Monitor- goals represent the goals to be met, and as they are fulfilled,
ing (RBPM). At home, many patients do not take the neces- progress is made in the game’s narrative.
sary measurements or forget to write down the data. There- Through the artifact’s development process, more con-
fore, as part of the solution the use of smart devices was spec- cepts were added to the instantiated DSR theoretical frame-
ified, i.e., devices that when used, collect data and send it to a work model, which became more complete with definitions
system (e.g., scales, RBPM devices, smartbands, body mea- such as health education and treatment adherence, use of IoT
suring tapes). in health care, cyber-physical systems, multimodal games,
Regarding the system, five main elements stand out: the player archetypes, interactive narratives, psychology and be-
smart devices, a microcontroller, a web service to perform havior, emotion map, and Kubler-Ross model (Kübler-Ross
the communication with the devices, a mobile application and Kessler (2005)).
Design Science Research: Balancing Science and Art in Building a Game Applied to Health Oliveira et al. 2022
These concepts helped to both ground and polish the be- 3.3 Third Cycle
havioral conjectures, as shown in Fig. 4:
The third cycle was initiated with further planning of the ar-
tifact evaluation, in which two forms of empirical evaluation
• People are more motivated to self-care when they know
were defined.
more about their disease;
• People are motivated by seeing progression in their ac- The first evaluation, using the Delphi Method (Wright
tivities and receiving immediate feedback; and Giovinazzo (2000), Alexandre and Coluci (2011)) with
• People interact better with technology if it is easy to use; judges from the computing and health fields, aims to validate
• People are motivated by ludic elements. the development aspects and observe if the artifact construc-
tion meets objective criteria from both fields.
In the second evaluation, through an intervention study,
the target audience will have contact with the produced ar-
tifact aiming to evaluate usability issues and whether the
objectives were achieved. To this end, questionnaires on
Adherence to Systemic Arterial Hypertension Treatment
(QATHAS) ((Rodrigues et al. (2014))) and the Hypertension
Self-Care Scale will be applied.
Extending the Empirical Evaluation framework presented
in the instantiation, the adopted intervention will last six
weeks with LHA support. Fig. 6 presents the frameworks
linked to the main artifact evaluation.
There was also an evolution in the State of the Technique Figure 6. Artifact evaluation questions, empirical evaluation, hypotheses
framework by establishing the technologies used in the de- for conjecture evaluation, epistemological-methodological framework, and
velopment such as IoT, pervasive computing and smart de- findings.
vices, RESTful communication protocols and microservices
architecture, and game design techniques regarding design,
coding, and illustration (Fig. 5). Through these evaluations it is possible to extract ques-
tions to evaluate the artifact, such as:
The sensing and actuator module relies on the smart de- query, third-party services, and so on. The formatting of the
vices’ communication method and their data processing so data sent must follow the JSON standards for text formatting
that they can be used by other modules. in addition to obeying the parameter rules made available
in the API documentation. When the server receives the re-
4.2 System Architecture quests it analyzes whether the data received is in accordance
with what is expected for the requested service. If everything
SCL’s Application Programming Interface (API) is based on is in order, the server performs the internal processes of val-
RESTful Web Service patterns with standardization of the idations/consultations/changes in the database. Finally, a re-
transported data in JSON format. The decision to implement sponse is sent, in JSON format, to the requesting client, as
an API aimed at allowing the distribution of data and services shown in Fig. 9.
in an easy and scalable way, where client applications do not The current planning and development covers three possi-
need to be aware of the complexity and processes performed ble types of client software: the mobile application, the mi-
on the server. crocontroller in the patient’s home, and the game. These three
Clients
client profiles are currently supported, but it is possible to
Mobile application
easily adapt to support new profiles. With this in mind, the
distributed services can be described as follows:
Server
RESTFul 1. Microcontroller (Brain): To serve this client, only a
JSON
Game HTTP
(GET, POST, PUT, DELETE)
Database single service was implemented. The microcontroller
Stateless
context was defined as Brain, since it will be the main
point of control and analysis of the received data from
Response
tence.
through the application itself, they access the game and in-
4.3 Concept of key hypertension parameters
teract in both ways (mobile phone interface and device inter-
and devices face).
The key parameters of hypertension represent important data
that reflect the patient’s care regarding the progress of the 4.5 Data Flow Simulation
disease. With the list of parameters, it was possible to define
which types of devices are appropriate for collecting the data. A simulation environment based on the discrete-event sys-
The devices for measuring parameters are considered to tem modeling formalism (DEVS) (Zeigler et al. (2018)) uses
be frequently used by the patients of the League of Arterial events that represent both continuous and discrete processes.
Hypertension (LHA), so they should be kept in their homes Since both the microcontroller and the web service were
during the intervention period. In addition, they need to sup- not yet defined, it was decided to experiment with a Pub-
port some communication protocol such as Bluetooth or Wi- lisher/Subscriber architecture (Schmidt and O’Ryan (2003)).
Fi (except for the body measuring tape), referred to here as This simulation focused on monitoring the data mapping
smart devices. Initially, in addition to the data collection de- collected from the patient, the trajectory of that data, and the
vices, it is also planned to use actuators, such as a speakers game’s feedback action. The modeled scenario in the simu-
to play game alerts, notifications, alarms, etc. lator describes the situation where a patient is using, at first,
Table 3 presents the key parameters and maps the devices only a weekly scale and beacons1 that return his indoors lo-
needed to collect those data. cation, in real-time. These sensors access the cloud, using
the publisher/subscriber architecture, where each sensor is a
publisher of content in the cloud (which stores its last mea-
4.4 Interaction Flow surement), and the other elements of the system are the sub-
Fig. 10 outlines the patient interaction flow. It starts with the scribers who register their interest in the corresponding topic,
patient positioning and connecting the devices at the appro- 1 Beacon is a type of device that periodically transmits Bluetooth (Blue-
priate location. Next, they access the application and con- tooth Low Energy (BLE)) packages with data identification that contains
figure the parameters according to their routine care. Then, information used by the receivers.
Design Science Research: Balancing Science and Art in Building a Game Applied to Health Oliveira et al. 2022
receiving notifications when there is an update on the topic. the legend of the Dara people, the patient is also being
The system (which represents the mobile app) is responsible engaged in taking care of their own health.
for the subscriptions in the cloud and uses this data to monitor
the patient’s data, as well as being responsible for configur- 4. Target audience: People with hypertension.
ing the patient’s health care and sending commands to the
actuators distributed around the house. The game is respon- 5. Game genre: Casual, tile-matching puzzle style with
sible for reading the information from the sensors through narrative.
the application, configuring all the gameplay, and sending
commands to the system so that it can communicate with the 6. Target platform: Game intended for mobile devices for
actuators. accessibility and availability reasons. An internet con-
In the simulation, the patient must stay in the weight range nection is required to communicate with the server.
between 70Kg and 85Kg. If they leave this range, the game
presents a message and adds a task related to reducing or in- It is worth pointing out that the mechanics of the tile-
creasing weight in a healthy way. As for the gameplay on the matching game was chosen after studies about casual games
smartphone, a timer is presented in the game in order to make and the adult audience, and, mainly, for the ease of learning
the game more difficult and convey the feeling of time pres- the mechanics. Moreover, the success of other games in the
sure. As the patient completes the tasks, the speaker plays a same genre, such as Candy Crush, may attract the audience
voice that encourages the patient to continue their self-care by the gameplay similarity.
through the narrative of their journey. When the patient man- Another point to note is the game progression. While one
ages to stabilize their weight for a certain period of time, a can have fun in tile-matching, combining the elements, mul-
safe automatically opens, allowing the patient to pick up their tiplying the score, unlocking new animations, and having a
reward (which they have previously placed in this safe). more aesthetic experience, the real progress of the game hap-
pens through the narrative. If the patient meets their weekly
goals, then each week parts of the narrative will be revealed,
4.6 Game for a total of six weeks of intervention, six phases and six
The game is the main artifact of the SCL platform, whose lu- narrative snippets, as shown in Fig. 11.
dic module is essential to engage the patient in hypertension
care. This section presents the game’s overall concept. The
narrative is what unifies all the other elements and delivers
value to the patient’s experience.
2. Player motivation: Along the way, the patient encoun- Figure 11. Game stages.
ters tile-matching style puzzles. The victory condition
is to reach the storm and be able to control it (a
metaphor that is closely related to self-care). Perform- Fig. 12 shows some screenshots of the game. The first and
ing the self-care activities influences the game (by last images show a dialog, the second one shows the tile-
changing the difficulty, mandatory tasks, and alerts), matching and the third one shows an opening game cutscene.
as well as causing events in the actuators distributed In the tile-matching interface, the player must select (by
throughout the house. For example, if the patient needs dragging his finger) the runes (colored elements) on the
to take a blood pressure measurement, the speaker will screen, so that the combination of three or more identical
play the voice of the protagonist that will indicate to runes accumulate points. The runes symbolize the possible
the patient that it is time to use the RBPM and that by combinations of Levi’s (the protagonist) strengths, so that
performing this activity, the character will feel more she earns points and unlocks different animations. The yel-
able to continue his journey. Then, when the person low rune represents care about to the mental state; the green
enters the game again, they will receive notification of rune, care with food; the blue rune, the importance of sleep;
their action. the brown rune represents the importance of contact with na-
ture; and the red rune, health as a whole.
3. Differential: It is a game applied to health that uses the To validate this conception before the game coding stage,
home as a means to play. So, besides participating in a questionnaire was applied to five specialists in the fields of
Design Science Research: Balancing Science and Art in Building a Game Applied to Health Oliveira et al. 2022
is a focus on the development of an artifact to solve some In general, it was also possible to develop a mentality in
problem, suiting applied computing research. Design, provoking several reflections not only in the practi-
The use of the DSR methodology in the development of a cal, but also in the scientific domain. Based on the conduction
game applied to health, such as the SCL, is meeting the re- of the research, these were the main reflections regarding the
quirements both for research and related to the development progress and next works to be carried out:
of the technology itself. However, it is noteworthy that for
• creating a gaming platform for different types of players
this purpose it would be more practical to incorporate some
with different motivations;
elements from the body of knowledge of the game design
• study on how to advance in usability of smart devices
field.
in games;
As a suggestion to facilitate the use of the DSR methodol- • study on how to add more characters participating in the
ogy in game development, the researcher can choose a game system, adding value for health professionals and family
design framework, such as the Elemental Tetrad (Schell members in the monitoring;
(2015)), and add four rectangles that connect to that of the • study on how to expand the system for use in other dis-
Artifact (see Fig. 7 of the instantiated DSR model): Aesthet- eases and the consequent modularization of the system.
ics, Mechanics, Narrative, and Technology. Thereby, the re-
searcher has a starting point from the game design perspec- Thus, bringing back the duality between “Science” and
tive to anchor on. “Art”, it was possible to observe that the scope of science por-
As for the game being applied to a certain area, it is some- trayed Why does it work?, What underpins it?, What impacts
thing well defined in the context of the DSR methodology, it?, How does it relate? and How is this validated?, while the
especially well detailed in the part of knowledge about the scope of art portrayed How does it work?, How is it built?,
problem, context, and the acceptance criteria. What could be Who is it built for?.
improved in this aspect is in relation to the target audience,
that is, working with more specificity to who is the audience
of this artifact and what are their characteristics within this
6 Conclusion
context. This paper presented the DSR methodology by reporting on a
From a software engineering perspective, there is a sym- research development of the SCL applied health game. Each
biosis generated by the cycles and even a certain similarity of step of the development process was addressed, from the in-
processes in the use of the DSR methodology and agile devel- stantiation of the DSR model to the conceptual process of the
opment techniques, which are applied to game development. health part and the game in each development cycle.
However, caution should be exercised when instantiating the Following this, there was a brief discussion about adap-
model in order to avoid neglecting the theoretical foundation. tations that the DSR model could have for research with a
The use of this methodology allowed some contributions focus on game design for applied game development, taking
regarding the architectural vision of the SCL platform and into consideration the expertise in the field.
how to generalize it to understand and improve the commu- The many built artifacts together with the theoretical justi-
nication of IoT devices. Hence, this work brought the oppor- fications used to support them in a systematic development
tunity for research focused on this theme. In addition, the flow and validated by professionals in the field, and by the
research brought questions about the techniques of game de- target audience in order to test the hypothesis established by
velopment applied in the context of health. With this sub- the research, makes it interesting to use the DSR methodol-
ject, there was a deeper investigation of the use of Schell’s ogy for research in the area of applied computing.
Tetrad framework and the SCL, published in SBGames 2021 The work is at the end of the second cycle, which is fo-
(Oliveira et al. (2021b)). cused on the development of the artifacts and their individual
Design Science Research: Balancing Science and Art in Building a Game Applied to Health Oliveira et al. 2022
evaluation. The next cycle, the third, will start the process of Oliveira, L. and Carvalho, S. (2017). Gamificação como es-
evaluating the integration of these artifacts that make up the tratégia para promover self-care e engajar pacientes: Uma
main artifact, the SCL. revisão sistemática da literatura. In SBGames 2017.
It is worth noting that in a world that is increasingly con- Oliveira, L., Oliveira, S., de Lima Vieira dos Santos, S., and
nected and reflected in the digital one, such as the popular- Carvalho, S. (2021a). Desenvolvimento de um jogo para
ization of the metaverse, the science of the artificial is strong hipertensão utilizando a metodologia design science re-
and growing. Thus, there must be an adaptation of the way search: equilibrando a ciência e a arte. In SBGAMES 2021.
of doing science that is useful and produce artifacts that add Oliveira, S., Oliveira, L., Carvalho, S., and de Lima
knowledge. Vieira dos Santos, S. (2021b). Técnicas de design de jo-
Therefore, we conclude that the balance between “Sci- gos, saúde e iot - uma análise de um jogo autoral aplicado
ence” and “Art” results in innovative works that is in demand para o autocuidado da hipertensão. In SBGAMES 2021.
for production. Pakarinen, A. and Salanterä, S. (2020). The use of gaming in
healthcare. In Developing and Utilizing Digital Technol-
ogy in Healthcare for Assessment and Monitoring, pages
Acknowledgements 115–125. Springer.
Peffers, K., Tuunanen, T., Rothenberger, M. A., and Chat-
The authors would firstly thank CAPES (Coordination for the Im-
terjee, S. (2007). A design science research methodology
provement of Higher Education Personnel) and Fapeg (Research
for information systems research. Journal of management
Support Foundation of the State of Goiás) for funding this re-
information systems, 24(3):45–77.
search. This gratitude extends to the League of Arterial Hyperten-
Pimentel, M., Filippo, D., and Santos, T. M. (2020). De-
sion (LHA) of the Universidade Federal de Goiás - UFG, for con-
sign science research: pesquisa científica atrelada ao de-
tributing to this project, especially in the evaluation stages.
sign de artefatos. RE@ D-Revista de Educação a Distân-
cia e eLearning, 3(1):37–61.
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