M. C. Baranauskas and R. Bonacin, Design-indicating through signs, Design Issues, vol.24, issue.3, pp.30-45, 2008.

,

M. M. Bradley and P. J. Lang, Measuring Emotion: The Self-Assessment Manikin and the Semantic Differential, Journal of Behavior Therapy and Experimental Psychiatry, vol.25, pp.90063-90072, 1994.

J. Cheng, C. Putnam, and J. Guo, Always a Tall Order": Values and Practices of Professional Game Designers of Serious Games for Health, Proceedings of the Annual SIGCHI Annual Symposium on Computer-Human Interaction in Play, (CHI PLAY '16), pp.16-19, 2016.

M. Cheung, Therapeutic Games And Guided Imagery: Tools for Mental Health And School Professionals Working With Children, Adolescents, And Their Families, 2016.

A. Cooper, The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity, 2004.

F. E. Garcia, K. R. Rodrigues, and V. P. Neris, Uma Linguagem de Modelagem de Interação Para Aplicações Terapêuticas, Simpósio Brasileiro Sobre Fatores Humanos Em Sistemas Computacionais, 2016.

K. Liu, Semiotics in Information Systems Engineering, 2000.

S. Mader, S. Natkin, and G. Levieux, How to Analyse Therapeutic Games: The Player / Game / Therapy Model, Entertainment Computing-ICEC 2012, pp.193-206, 2012.
URL : https://hal.archives-ouvertes.fr/hal-01126207

M. J. Muller, PICTIVE-an Exploration in Participatory Design, Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '91), pp.225-231, 1991.

V. P. Neris and K. R. Rodrigues, Design of Therapeutic Information Systems as Indicating Through Signs, Socially Aware Organisations and Technologies. Impact and Challenges (IFIP Advances in Information and Communication Technology, pp.203-208, 2016.
URL : https://hal.archives-ouvertes.fr/hal-01646564

D. Nishikawa, L. Novak, M. Azevedo, P. C. Branco, R. Olivi et al., Se Cuidar, Cuidar de Algo, Se Divertir e Aprender Fazem Bem! Demonstração de Um Jogo Para Apoiar o Tratamento Da Depressão, Anais Do XV Simpósio Brasileiro Sobre Fatores Humanos Em Sistemas Computacionais, 2016.

K. R. Rodrigues, D. B. Conrado, and V. P. Neris, Lessons Learned in Designing a Digital Therapeutic Game to Support the Treatment and Well-Being of Children with Cancer, Human-Computer Interaction, 2018.

K. Rodrigues, F. E. Garcia, L. Bocanegra, V. Gonçalves, V. Carvalho et al., Personas-Driven Design for Mental Health Therapeutic Applications, SBC Journal on Interactive Systems, vol.6, pp.18-34, 2015.

D. Schuler and A. Namioka, Participatory Design: Perspectives on Systems Design. L. Erlbaum Associates, 1993.

R. K. Stamper, Analysing the Cultural Impact of a System, International Journal of Information Management, vol.8, pp.107-122, 1988.

R. K. Stamper, Language and Computer in Organized Behaviour, Linguistic Instruments in Knowledge Engineering, pp.143-163, 1992.