<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>2184-1004</journal-id>
<journal-title><![CDATA[PsychTech & Health Journal]]></journal-title>
<abbrev-journal-title><![CDATA[PsychTech]]></abbrev-journal-title>
<issn>2184-1004</issn>
<publisher>
<publisher-name><![CDATA[PsychTech & Health Journal]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S2184-10042018000200004</article-id>
<article-id pub-id-type="doi">10.26580/pthj.art9-2018</article-id>
<title-group>
<article-title xml:lang="pt"><![CDATA[Utilização da Realidade Virtual na Indução de Estados Afetivos]]></article-title>
<article-title xml:lang="en"><![CDATA[The Impact of Virtual Reality on the Induction of Affective States]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Teixeira]]></surname>
<given-names><![CDATA[Carla M.]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Gonçalves]]></surname>
<given-names><![CDATA[Adriana C. S.]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Gonçalves]]></surname>
<given-names><![CDATA[Catarina S. C.]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Martins]]></surname>
<given-names><![CDATA[Cátia D. P.]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Matos]]></surname>
<given-names><![CDATA[Luís D. M.]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidade de Trás-os-Montes e Alto Douro Dept. Educação e Psicologia ]]></institution>
<addr-line><![CDATA[Vila Real ]]></addr-line>
<country>Portugal</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidade de Trás-os-Montes e Alto Douro  ]]></institution>
<addr-line><![CDATA[Vila Real ]]></addr-line>
<country>Portugal</country>
</aff>
<pub-date pub-type="pub">
<day>30</day>
<month>12</month>
<year>2018</year>
</pub-date>
<pub-date pub-type="epub">
<day>30</day>
<month>12</month>
<year>2018</year>
</pub-date>
<volume>2</volume>
<numero>1</numero>
<fpage>4</fpage>
<lpage>14</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.pt/scielo.php?script=sci_arttext&amp;pid=S2184-10042018000200004&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.pt/scielo.php?script=sci_abstract&amp;pid=S2184-10042018000200004&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.pt/scielo.php?script=sci_pdf&amp;pid=S2184-10042018000200004&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="pt"><p><![CDATA[RESUMO O objetivo principal deste estudo foi perceber qual o impacto de dois ambientes virtuais na indução de estados afetivos sentimento de presença e se esses diferiam em função do sexo e nível de experiência. Os objetivos específicos passam por comparar os diferentes níveis de experiência de jogo em função das dimensões de presença, comparar a ausência e a presença de realidade virtual na indução de estados afetivos e comparar os níveis de regularidade na utilização de jogos de vídeo e o seu impacto nos estados afetivos. A amostra consistiu em 20 participantes com idades compreendidas entre os 18 e os 44 anos de ambos os sexos. Todos os selecionados frequentavam o ensino superior no norte de Portugal. A amostra foi dividida em dois grupos, 10 para cada ambiente virtual onde um grupo realizou a experiência com o jogo Aboots Demo e o outro realizou com o jogo Resident Evil-7. Foi utlizado um questionário Sociodemográfico, o Perfil de Estados Afetivos e o IPQp para a recolha de dados. Os resultados evidenciaram não existir qualquer efeito ao nível dos domínios da presença. Em conclusão, quanto aos estados afetivos, a Tensão, Fadiga e Vigor são os mais significativos.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[ABSTRACT The main objective of this study is to understand if two different virtual environments induce different affective states in the participants. The specific goals are to compare the different levels of game experience according to the dimensions of presence, compare the absence and presence of virtual reality in the induction of affective states, and compare the levels of regularity in the use of video games and its impact on affective states. For this purpose, 20 participants were collected for convenience, from a Portuguese University in the north of Portugal, aged between 18 and 44 years of both sexes, which were distributed 10 for each virtual environment where a group performed the experience with the game Aboots Demo and the other group performed with the game Resident Evil 7. A Sociodemographic Questionnaire, the Affective States Profile, and the IPQp were used for data collection. The main conclusions of this study showed different affective states in the different virtual reality conditions/environments, where Tension, Vigor, and Fatigue are the most relevant.]]></p></abstract>
<kwd-group>
<kwd lng="pt"><![CDATA[realidade virtual]]></kwd>
<kwd lng="pt"><![CDATA[estados afetivos]]></kwd>
<kwd lng="pt"><![CDATA[regularidade]]></kwd>
<kwd lng="pt"><![CDATA[presença]]></kwd>
<kwd lng="pt"><![CDATA[experiência]]></kwd>
<kwd lng="en"><![CDATA[virtual reality]]></kwd>
<kwd lng="en"><![CDATA[affective states]]></kwd>
<kwd lng="en"><![CDATA[regularity]]></kwd>
<kwd lng="en"><![CDATA[presence]]></kwd>
<kwd lng="en"><![CDATA[competence]]></kwd>
</kwd-group>
</article-meta>
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