Pallavicini, F., Pepe, A. and Minissi, M.E (2019) Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games? Simulation & Gaming. (Mar. 2019).
Pallavicini F. , Pepe A., Minissi, M.E. (2019). Taking Neuropsychological Test to the Next Level: Commercial Virtual Reality Video Games for the Assessment of Executive Functions. In M. Antona & C. Stephanidis (Eds.), Universal access in human-computer Interaction. Virtual, augmented, and intelligent environments: 13th international conference, UAHCI 2019, held as part of HCI International 2019. Cham, Switzerland: Springer, in press.
Pallavicini, F., Ferrari, A. and Mantovani, F. 2018. Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population. Frontiers in Psychology. 9, (Nov. 2018), 2127.
Pallavicini, F., Ferrari, A., Zini, A., Garcea, G., Zanacchi, A., Barone, G., & Mantovani, F. (2017). What distinguishes a traditional gaming experience from one in virtual reality? An exploratory study. In T. Ahram & C. Falcão (Eds.), Advances in Human Factors in Wearable Technologies and Game Design: Proceedings of the AHFE 2017 International Conference on Advances in Human Factors and Wearable Technologies (pp. 225-231). Cham, Switzerland: Springer.
Morganti L, Pallavicini F, Cadel E, Candelieri A, Archetti F, Mantovani F: Gaming for Earth: Serious Games and Gamification to Engage Consumers in Pro-Environmental Behaviours for Energy Efficiency. Energy Research & Social Science 2017, 29:95-102.
Pallavicini F, Morganti L, Diana B, Realdon O, Zurloni V, Mantovani F: Mobile Virtual Reality to Enhance Subjective Well-Being. In Encyclopedia of Information Science and Technology-4th ed. Publisher: IGI Global, Editors: Mehdi Khosrow-Pour, 2017, pp. 6223-623.
Argenton L, Pallavicini F, Barone G, Zini A, Garcea G, Zanacchi A, Mantovani F. Hacking Well-Being: Can Serious Games fit Positive Technology Framework? In Integrating Technology in Positive Psychology Practice 2016, Publisher: IGI Global, Editors: Daniela Villani, Pietro Cipresso, Andrea Gaggioli, Giuseppe Riva, pp. 230-246.
Argenton L, Pallavicini F, Mantovani F: Serious Games as Positive Technologies. In Handbook of Research on Applied E-Learning in Engineering and Architecture Education 2016, Publisher: IGI Global, Editors: David Fonseca, Ernest Redondo, pp.114-132.
Pallavicini F, Argenton L, Toniazzi N, Aceti L, Mantovani F: Virtual Reality Applications for Stress Management Training in the Military. Aereospace Medicine and Human Performance, 2016, 87(12): 1-10.