Contorno da seção

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    MÉNDEZ, J. I. et al. Framework for promoting social interaction and physical activity in elderly people using gamification and fuzzy logic strategy. In: 2019 IEEE global conference on signal and information processing (GlobalSIP). IEEE, 2019. p. 1-5.

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    RIGBY, C. S. Gamification and motivation. In: WALZ, S. P.; DETERDING, S. (Ed.). The gameful world: Approaches, issues, applications. Mit Press, p. 113-138, 2015.

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    SCHWARTZ, G. M.; TAVARES, G. H. (Orgs.)  Webgames com o corpo: Vivenciando jogos virtuais no mundo real. São Paulo: Phorte , 2015.

    SCOTT, A. J.; ELLISON, M.; SINCLAIR, D. A. The economic value of targeting aging. Nature Aging, v. 1, n. 7, p. 616-623, 2021.

    SIMÕES, J. et al. Using gamification to improve participation in social learning environments In: BUCHEM, I (Ed.). Learning and Diversity in the Cities of the Future. Logos Verlag Berlin GmbH, p. 169-186, 2015.

    VESA, M.; HARVIAINEN, J. Tuomas. Gamification: Concepts, consequences, and critiques. Journal of Management Inquiry, v. 28, n. 2, p. 128-130, 2019.

    WERBACH, K.; HUNTER, D. The gamification toolkit: dynamics, mechanics, and components for the win. Pennsylvania: University of Pennsylvania Press, 2015.