**1. Introduction**

The basis of an electronic game is nothing more than a set of rules to be assimilated and through the repetition of their actions, the player can master the proposed challenges printed in the game mechanics and so advance through the stages, improving your skills, with the objective of winning the final challenge. According to Coelho and Nunes [1], in education, games have two functions: a playful and an educational one.

Playfulness refers to moments of leisure and fun, while education is portrayed through the acquisition of knowledge of the game content and understanding of the player's world. Games also provide the development of social skills, attention, concentration, logical reasoning, and others. The Serious Games (or Serious Games) bring the proposal to evolve and expand the concept of Educational Games. With a

focus on training and management applied through game mechanics, they aim to deal with issues relevant to society, with the aim of generating effects outside the virtual domains, adding value to the player's individual knowledge in the real world.

The Serious Games (or Serious Games) bring the proposal to evolve and expand the concept of Educational Games. With a focus on training and management applied through game mechanics, they aim to deal with issues relevant to society, with the objective of generating effects outside the virtual domains, adding value to the player's individual knowledge in the real world.

Due to this, initiatives such as Games for Health [2, 3] and Games for Change [4] emerged, linked to this end and which also contribute to a promising field in the field of research, Game Studies [5]. With the popularization of digital games and the aging of the generations that grew up playing this product from the entertainment industry, this market trend tends to increase more and more, according to Vasconcellos et al. [6]. It is noteworthy that the theme of Games and Health is relatively new in academic events, such as SBGames—Brazilian Symposium on Games and Digital Entertainment, which at the end of 2022 will reach its 21st edition. Since 2016, a Workshop has been held internally in the area of Health, which last year became an official track for the dissemination of research and the development of games in this area [7]. At an international level, we have the International Conference on Serious Games and Applications for Health—SEGAH, which has been in operation since 2012, is in its 10th edition, and is an event affiliated with the IEEE [8].

According to the document from the Brazilian Archives of Cardiology, by Gonzalez et al. [9], training in Basic Life Support (BLS) generates individual specific skills that can be forgotten in a short time. Due to the lack of opportunities to make use of the procedures, or even the absence of constant practices, this knowledge has an average expiration time of 3–6 months. Therefore, there is a real need to generate maintenance of this knowledge, through simplified training for laypeople, in order to increase the durability of the retention of this knowledge in people's minds. The games can be used at any time, without an appointment, date, or place, just having a computer, a game console, or a mobile device and the willingness to practice. By applying game mechanics that have rules and that, in order to be mastered, need to be repeated in a dedicated way, the use of digital games helps in memorization, fixation, or recall of dormant knowledge. Thus, the union of learning BLS procedures with electronic games is a possibility to help spread this important knowledge, capable of saving many lives.

The motivation for this study comes from the interest of the author in games, together with the possibility of contributing to the research of the doctoral student in Nursing Maicon Nogueira [10], as there is a mutual interest in the union of these areas of research. Thus, this work aimed to analyze the production of academic publications related to health, focused on CPR in the last 5 years from the bases of SBGames, IEEE, Portal da Capes, and Google Academic, in order to identify and analyze the characteristics presented, to get an overview of what has been done in the area.

After this introduction, this chapter is structured where Section 2 brings the theoretical foundation of our objective and its relevance. Section 3 addresses the methodology used to compose this study with the selected articles chosen. Section 4 shows a variety of results that could help us to understand the extension of this theme and how others are approaching it, finally, Section 5 concludes this analysis followed by all the references used in this work.

*The Use of Serious Games for Learning Cardiopulmonary Resuscitation Procedures: A Systematic… DOI: http://dx.doi.org/10.5772/intechopen.102399*
