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A publicação pode ser exportada nos seguintes formatos: referência da APA (American Psychological Association), referência do IEEE (Institute of Electrical and Electronics Engineers), BibTeX e RIS.

Exportar Referência (APA)
Alves, T., Martinho, C. & Prada, Rui (2019). Towards incorporating personality in serious games for health. 2019 11th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2019 - Proceedings. IEEE. https://doi.org/10.1109/vs-games.2019.8864521
Exportar Referência (IEEE)
T. A. Alves et al.,  "Towards incorporating personality in serious games for health", in 2019 11th Int. Conf. on Virtual Worlds and Games for Serious Applications, VS-Games 2019 - Proc., IEEE, 2019
Exportar BibTeX
@inproceedings{alves2019_1789161725686,
	author = "Alves, T. and Martinho, C. and Prada, Rui",
	title = "Towards incorporating personality in serious games for health",
	booktitle = "2019 11th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2019 - Proceedings",
	year = "2019",
	editor = "",
	volume = "",
	number = "",
	series = "",
	doi = "10.1109/vs-games.2019.8864521",
	publisher = "IEEE",
	address = "",
	organization = "",
	url = "https://ieeexplore.ieee.org/document/8864521"
}
Exportar RIS
TY  - CPAPER
TI  - Towards incorporating personality in serious games for health
T2  - 2019 11th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2019 - Proceedings
AU  - Alves, T.
AU  - Martinho, C.
AU  - Prada, Rui
PY  - 2019
SN  - 2474-0470
DO  - 10.1109/vs-games.2019.8864521
UR  - https://ieeexplore.ieee.org/document/8864521
AB  - This work proposes the integration of personality traits from the Five-Factor Model in serious games for health and how it may offer a better rehabilitation process, since it may provide greater motivation for the patient. Firstly, we discuss the relevance of the personality traits Neuroticism, Openness to Experience, and Conscientiousness for rehabilitation processes. We continue by presenting a set of guidelines to be applied to the game design in order to adjust the rehabilitation routine to patients that have relevant values on the mentioned traits while also taking into account their past experience in the rehabilitation process. Finally, we consider a serious game for health focused on upper-limb rehabilitation and we project two scenarios on how the guidelines can be applied to the game in order to improve the rehabilitation for patients.
ER  -