2019

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).
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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.
 

2018

Pallavicini, F., Ferrari, A., Garcea, G., Zanacchi, A., & Mantovani, F. (2018). Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using Resident Evil 7: Biohazard. In M. Antona & C. Stephanidis (Eds.), Universal access in human-computer Interaction. Virtual, augmented, and intelligent environments: 12th international conference, UAHCI 2018, held as part of HCI International 2018. Cham, Switzerland: Springer.
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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.
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2017

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.
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2016

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.
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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.
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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.
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