<?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>S2184-10042018000200028</article-id>
<article-id pub-id-type="doi">10.26580/pthj.art11-2018</article-id>
<title-group>
<article-title xml:lang="pt"><![CDATA[Frequência Cardíaca, Atividade Eletrodérmica e Experiência Auto-Relatada em Jogos de Tiro, em Estudantes Universitários]]></article-title>
<article-title xml:lang="en"><![CDATA[Heart Rate, Electrodermic Activity and Self-Reported Experience in Shooter Games, in University Students]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Vasconcelos-Raposo]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Fernandes]]></surname>
<given-names><![CDATA[Joana Filipa Almeida]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Nobre]]></surname>
<given-names><![CDATA[Sara Cristina Azevedo]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Teixeira]]></surname>
<given-names><![CDATA[Sónia Alexandra Gonçalves]]></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 INESC TECH - Pólo UTAD 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>28</fpage>
<lpage>42</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://scielo.pt/scielo.php?script=sci_arttext&amp;pid=S2184-10042018000200028&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.pt/scielo.php?script=sci_abstract&amp;pid=S2184-10042018000200028&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.pt/scielo.php?script=sci_pdf&amp;pid=S2184-10042018000200028&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="pt"><p><![CDATA[RESUMO O objetivo desta investigação é comparar as medidas da Frequência Cardíaca (FC) e da Atividade Eletrodérmica (AED) durante o jogo Bullet Sorrow VR Demo e o jogo VR Shooter Guns Demo, na generalidade dos jogadores com as experiências vivenciadas e auto-relatadas por estes. Participaram neste estudo 20 estudantes universitários do sexo masculino [M = 22 anos, DP = 1.95]. Os instrumentos utilizados nesta investigação foram o NeXus-10, o Vive, o IPQ e ainda um questionário sociodemográfico. Como principal resultado verificou-se que existe um efeito nulo na comparação entre a FC do jogo Bullet Sorrow VR Demo e um efeito estatístico negativo pequeno entre a FC do jogo VR Shooter Guns Demo. Concluímos que não há efeitos significativos na relação entre as medidas psicofisiológicas e os dois jogos.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[ ABSTRACT The purpose of this investigation is to compare the heart rate frequency and the electrodermal activity during the gameplay of Bullet Sorrow VR Demo and VR Shooter Guns Demo. Data was gathered through self-reported experiences they felt during their participation through self-report questionnaires. Twenty male university students participated in this study [M = 22 years, DP = 1.95]. The equipment used was the NeXus-10, the Vive, the IPQ, and finally, a sociodemographic quiz. The results showed a null effect when comparing the FC of the game Bullet Sorrow VR Demo and a small negative statistical effect between the FC of the game VR Shooter Guns Demo. In conclusion, it was verified that there are no significant effects in the relationship between the psychophysiological measures and the two games.]]></p></abstract>
<kwd-group>
<kwd lng="pt"><![CDATA[realidade virtual]]></kwd>
<kwd lng="pt"><![CDATA[medidas psicofisiológicas]]></kwd>
<kwd lng="pt"><![CDATA[jogos de tiro]]></kwd>
<kwd lng="pt"><![CDATA[envolvimento]]></kwd>
<kwd lng="pt"><![CDATA[presença]]></kwd>
<kwd lng="pt"><![CDATA[realismo]]></kwd>
<kwd lng="en"><![CDATA[virtual reality]]></kwd>
<kwd lng="en"><![CDATA[psycho-physiological measures]]></kwd>
<kwd lng="en"><![CDATA[shooter games]]></kwd>
<kwd lng="en"><![CDATA[involvement]]></kwd>
<kwd lng="en"><![CDATA[presence]]></kwd>
<kwd lng="en"><![CDATA[realism]]></kwd>
</kwd-group>
</article-meta>
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