Purposeful game Super Gotinha vs Disinformation: informative and pedagogical strategy to combat disinformation about vaccines
DOI:
https://doi.org/10.29397/reciis.v19i1.4312Keywords:
Vaccination, Media literacy, Information literacy, Game, Applied researchAbstract
This study consists of applied research that aims to present possibilities for curbing the misinformation surrounding vaccination, based on the development of the purposeful game Super Gotinha vs Disinformation, and the verification of its players’ experience. The product was tested by 51 students in the youth and adult education age group who, during their gameplay experiences, showed that specific groups have a greater interest in both vaccination and the narrative of purposeful games. Of particular note are the group of women who have children and young digital natives who are familiar with the world of games. At the end of the study, it was identified that the vaccination is present in public discussions due to the recent covid-19 pandemic and the need for permanent educational campaigns on the need for vaccination at all stages of life.
References
ALVAREZ, Julian; MICHAUD, Laurent. Serious games: advergaming, edugaming, training and more. Montpellier: Idate, 2008. (Understanding the Digital World). Disponível em: https://www.ludoscience.com/EN/diffusion/285-Serious-Games--Advergaming-edugaming-training-and-more.html. Acesso em: 20 jul. 2021.
BRASIL. Ministério da Educação. Base Nacional Comum Curricular. Educação é a base. Brasília, DF: Ministério da Educação, 2018. Disponível em: http://basenacionalcomum.mec.gov.br/images/BNCC_EI_EF_110518_versaofinal_site.pdf. Acesso em: 8 jun. 2021.
FLANAGAN, Mary; NISSENBAUM, Helen. Values at play: valores em jogos digitais. São Paulo: Blücher, 2018. E-book.
LAFOURCADE, Mathieu; JOUBERT, Alain; BRUN, Nathalie Le. Games with a purpose (GWAPS). Hoboken: Wiley-ISTE, 2015.
LISBOA, Vinícius. Em queda há 5 anos, coberturas vacinais preocupam Ministério da Saúde. Agência Brasil, Rio de Janeiro, 16 out. 2020. Disponível em: https://agenciabrasil.ebc.com.br/saude/noticia/2020-10/em-queda-ha-5-anos-coberturas-vacinais-preocupam-ministerio-da-saude. Acesso em: 21 jul. 2021.
ORGANIZAÇÃO PAN-AMERICANA DA SAÚDE (OPAS). Entenda a infodemia e a desinformação na luta contra a covid-19. Brasília, DF: Opas, 2020. Disponível em: https://iris.paho.org/bitstream/handle/10665.2/52054/Factsheet-Infodemic_por.pdf?sequence=14. Acesso em: 2 nov. 2020.
PELLEGRINI, Aline. Como Zé Gotinha transformou a vacinação no país. Nexo, São Paulo, 10 jan. 2021. Expresso. Disponível em: https://www.nexojornal.com.br/expresso/2021/01/10/Como-Z%C3%A9-Gotinha-transformou-a-vacina%C3%A7%C3%A3o-no-pa%C3%ADs. Acesso em: 20 jul. 2021.
PESQUISA GAME BRASIL (PGB). 9ª edição da Pesquisa Game Brasil. [São Paulo] 2022. Disponível em: https://materiais.pesquisagamebrasil.com.br/2022-painel-gratuito-pgb22. Acesso em: 11 nov. 2022.
REUTERS, Agência. Brasil corre risco muito alto de reintrodução da poliomielite, diz Opas. Forbes, [s. l.], 21 set. 2022. Disponível em: https://forbes.com.br/forbessaude/2022/09/brasil-corre-risco-muito-alto-de-reintroducao-da-poliomielite-diz-opas/. Acesso em: 20 nov. 2022.
SANTOS, Márcio Carneiro dos. Desenvolvendo ferramentas para pesquisadores da comunicação. In: Medium. [São Luís], 19 abr. 2020. Disponível em: https://mcsufma.medium.com/desenvolvendo-ferramentas-para-pesquisadores-da-comunica%C3%A7%C3%A3o-19950953d056. Acesso em: 7 jul. 2021.
SANTOS, Márcio Carneiro dos. Pesquisa aplicada em comunicação: o estranhamento da interdisciplinaridade que nos assombra. Comunicação & Inovação, São Caetano do Sul, v. 19, n. 41, p. 18-33, set.-dez. 2018. DOI: https://doi.org/10.13037/ci.vol19n41.5469. Disponível em: https://seer.uscs.edu.br/index.php/revista_comunicacao_inovacao/article/view/5469/2550. Acesso em: 5 jul. 2021.
STAPLES, Jeremy. Serious and purposeful video game environments. 2011. Dissertação (Master of Science in Computer Science) – California State University, Northridge, 2011. Disponível em: https://scholarworks.calstate.edu/concern/theses/g732dd01c?locale=fr. Acesso em: 20 jul. 2021.
SUPER Gotinha vs Desinformação. [Porto Alegre: s.n.], 2022. 1 jogo eletrônico. Disponível em: https://supergotinha.github.io/jogo/. Acesso em: 6 fev. 2025.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Ana Paula Bourscheid, André Fagundes Pase

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Author’s rights: The author retains unrestricted rights over his work.
Rights to reuse: Reciis adopts the Creative Commons License, CC BY-NC non-commercial attribution according to the Policy on Open Access to Knowledge by Oswaldo Cruz Foundation. With this license, access, download, copy, print, share, reuse, and distribution of articles is allowed, provided that it is for non-commercial use and with source citation, granting proper authorship credits and reference to Reciis. In such cases, no permission is required from the authors or editors.
Rights of authors’s deposit / self-archiving: The authors are encouraged to deposit the published version, along with the link of their article in Reciis, in institutional repositories.