“…Thus, digital technologies, such as serious games, are considered to be a means of providing health education, a strategy that can stimulate care, as they are, often, challenging for adolescents. (20,22,25,26) This technology considers activities of the daily life of adolescents, with practices common to all, such as dressing, feeding, physical activity, and going to school. The participation of the health professionals helped with the development and facilitated the adequacy of the content, approaching the daily life of the individual.…”