<?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>S2184-10042021000100012</article-id>
<article-id pub-id-type="doi">10.26580/pthj.art30-2021</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 use of virtual reality in the induction of affective states]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Nogueira]]></surname>
<given-names><![CDATA[Ana Passos Almeida Silva]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Chyczij]]></surname>
<given-names><![CDATA[Bárbara Freitas]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Carneiro]]></surname>
<given-names><![CDATA[Juliana Margarida Gonçalves Barros Rainho]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Instituo Superior da Maia Mestre em Psicologia Forense ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Portugal</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidade de Trás-os-Montes e Alto Douro Estagiária em Psicologia Clínica ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Portugal</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Mestre em Psicologia Clínica Mestre em Psicologia Clínica ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Portugal</country>
</aff>
<pub-date pub-type="pub">
<day>30</day>
<month>06</month>
<year>2021</year>
</pub-date>
<pub-date pub-type="epub">
<day>30</day>
<month>06</month>
<year>2021</year>
</pub-date>
<volume>4</volume>
<numero>2</numero>
<fpage>12</fpage>
<lpage>23</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://scielo.pt/scielo.php?script=sci_arttext&amp;pid=S2184-10042021000100012&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.pt/scielo.php?script=sci_abstract&amp;pid=S2184-10042021000100012&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.pt/scielo.php?script=sci_pdf&amp;pid=S2184-10042021000100012&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="pt"><p><![CDATA[RESUMO A realidade virtual tem sido aplicada em vários domínios, inclusive na área da Psicologia. Os ambientes virtuais constituem um instrumento eficaz para induzir respostas emocionais, comportamentais e fisiológicas de forma coerente. Eles oferecem a capacidade de criar réplicas precisas e interativas de cenários e estímulos da vida real. Este estudo teve como objetivo comparar por sexo e tipo de jogo o efeito sobre os estados emocionais, a sensação de presença e condutância da pele. A amostra foi composta por 40 indivíduos (20 homens e 20 mulheres) com idades entre 19 e 29 anos (M = 22.35; DP = 2.56). Três questionários foram usados para coletar dados, um sociodemográfico, o POMS, o IPQ e um sensor para medir a condutância da pele. Com a realização do nosso estudo, verificámos que o único efeito estatísitico identificado foi entre os dois cenários de jogos virtuais ao nível da dimensão &#8220;Vigor&#8221;. Em relação à sensação de presença no mundo virtual, só identificámos um efeito significativo na variável &#8220;Realismo Experimentado&#8221;. Por fim, não foram encontradas diferenças quanto à condutância da pele em relação ao sexo e tipo de jogo.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[ABSTRACT Virtual reality has been applied in several domains, including in the area of Psychology. Virtual environments are an effective tool to induce emotional, behavioral, and physiological responses coherently. They offer the ability to create accurate, interactive replicas of real-life scenarios and stimuli. This study aimed to compare, by sex and type of game, the effect on emotional states, the sensation of presence, and skin conductance. The sample consisted of 40 individuals (20 men and 20 women) aged between 19 and 29 years (M = 22.35; SD = 2.56). Three questionnaires were used to collect data, sociodemographics, POMS, IPQ, and a sensor to measure skin conductance. We found that the only statistical effect identified was between the two virtual game scenarios at the &#8220;Vigor&#8221; dimension level to realize our study. Regarding the sensation of presence in the virtual world, we only identified a significant effect on the &#8220;Experienced Realism&#8221; variable. Finally, no differences were found regarding skin conductance concerning sex and type of game.]]></p></abstract>
<kwd-group>
<kwd lng="pt"><![CDATA[jogos virtuais]]></kwd>
<kwd lng="pt"><![CDATA[estados afetivos]]></kwd>
<kwd lng="pt"><![CDATA[sensação de presença]]></kwd>
<kwd lng="pt"><![CDATA[realidade virtual]]></kwd>
<kwd lng="en"><![CDATA[virtual games]]></kwd>
<kwd lng="en"><![CDATA[affective states]]></kwd>
<kwd lng="en"><![CDATA[feeling of presence]]></kwd>
<kwd lng="en"><![CDATA[virtual reality]]></kwd>
</kwd-group>
</article-meta>
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