“…In the first moment of the theoretical framework, it was presented how games have been used for different purposes in society, starting from something innate to man until its function of addressing more complex issues in society through teaching and learning, immersion, persuasiveness, stimulation cooperation and the ability to generate a sense of belonging (Huizinga, 2014;Johnson, 2016;Ampatzidou et al, 2018;Rocha, 2018;Medeiros, 2019;Klabbers, 2018). Then, the most recent studies on serious games were discussed, which are digital or analog games used within a well-defined space and that have a specific purpose that goes beyond entertainment, serving as a tool for the areas of education, training , health, well-being, advertising and communication and various fields of non-formal education (Olejniczak et al, 2020;Stewart et al, 2013;Mayer et al, 2016, Drummond et al, 2017Wilkinson, 2016;Schrier, 2016;Akhtar et al, 2020;Sharma, 2020;Fonseca et al, 2021;Hawthorn et al, 2021).…”