Published on in Vol 8 , No 2 (2020) :Apr-Jun

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/15635, first published .
Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study

Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study

Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study

Authors of this article:

Federica Pallavicini 1 Author Orcid Image ;   Alessandro Pepe 1 Author Orcid Image

Journals

  1. Pallavicini F, Orena E, di Santo S, Greci L, Caragnano C, Ranieri P, Vuolato C, Pepe A, Veronese G, Dakanalis A, Rossini A, Caltagirone C, Clerici M, Mantovani F. MIND-VR: Design and Evaluation Protocol of a Virtual Reality Psychoeducational Experience on Stress and Anxiety for the Psychological Support of Healthcare Workers Involved in the COVID-19 Pandemic. Frontiers in Virtual Reality 2021;2 View
  2. Appel L, Kisonas E, Appel E, Klein J, Bartlett D, Rosenberg J, Smith C. Administering Virtual Reality Therapy to Manage Behavioral and Psychological Symptoms in Patients With Dementia Admitted to an Acute Care Hospital: Results of a Pilot Study. JMIR Formative Research 2021;5(2):e22406 View
  3. Kowal M, Conroy E, Ramsbottom N, Smithies T, Toth A, Campbell M. Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games. JMIR Serious Games 2021;9(2):e26575 View
  4. Pallavicini F, Pepe A, Mantovani F. Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review. JMIR Mental Health 2021;8(8):e28150 View
  5. Kaimara P, Oikonomou A, Deliyannis I. Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns. Virtual Reality 2022;26(2):697 View
  6. Weichbroth P, Sroka W. A note on the affective computing systems and machines: a classification and appraisal. Procedia Computer Science 2022;207:3798 View
  7. De Prisco R, Guarino A, Malandrino D, Zaccagnino R. Induced Emotion-Based Music Recommendation through Reinforcement Learning. Applied Sciences 2022;12(21):11209 View
  8. Kari T, Kosa M. Acceptance and use of virtual reality games: an extension of HMSAM. Virtual Reality 2023 View
  9. Valentine C. Health Implications of Virtual Architecture: An Interdisciplinary Exploration of the Transferability of Findings from Neuroarchitecture. International Journal of Environmental Research and Public Health 2023;20(3):2735 View
  10. Baghaei N, Chitale V, Hlasnik A, Stemmet L, Liang H, Porter R. Virtual Reality for Supporting the Treatment of Depression and Anxiety: Scoping Review. JMIR Mental Health 2021;8(9):e29681 View
  11. Addimando L. Distance Learning in Pandemic Age: Lessons from a (No Longer) Emergency. International Journal of Environmental Research and Public Health 2022;19(23):16302 View
  12. Pallavicini F, Pepe A, Mantovani F. The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review. Cyberpsychology, Behavior, and Social Networking 2022;25(6):334 View
  13. Pallavicini F, Orena E, Achille F, Cassa M, Vuolato C, Stefanini S, Caragnano C, Pepe A, Veronese G, Ranieri P, Fascendini S, Defanti C, Clerici M, Mantovani F. Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study. Applied Sciences 2022;12(18):9110 View
  14. Ciążyńska J, Maciaszek J. Effects of Low-Immersive vs. High-Immersive Exercise Environment on Postural Stability and Reaction and Motor Time of Healthy Young Adults. Journal of Clinical Medicine 2023;12(1):389 View
  15. Polechoński J, Zwierzchowska A, Makioła Ł, Groffik D, Kostorz K. Handheld Weights as an Effective and Comfortable Way To Increase Exercise Intensity of Physical Activity in Virtual Reality: Empirical Study. JMIR Serious Games 2022;10(4):e39932 View
  16. Balcombe L, De Leo D. Human-Computer Interaction in Digital Mental Health. Informatics 2022;9(1):14 View
  17. Rajkumar E, Rajan A, Daniel M, Lakshmi R, John R, George A, Abraham J, Varghese J. The psychological impact of quarantine due to COVID-19: A systematic review of risk, protective factors and interventions using socio-ecological model framework. Heliyon 2022;8(6):e09765 View
  18. Liu Z, Yu P, Liu J, Pi Z, Cui W. How do students' self‐regulation skills affect learning satisfaction and continuous intention within desktop‐based virtual reality? A structural equation modelling approach. British Journal of Educational Technology 2022 View
  19. Shen Y, Wang Z, Li M, Yuan J, Gu Y. An Empirical Study of Geography Learning on Students’ Emotions and Motivation in Immersive Virtual Reality. Frontiers in Education 2022;7 View
  20. Pallavicini F, Orena E, di Santo S, Greci L, Caragnano C, Ranieri P, Vuolato C, Pepe A, Veronese G, Stefanini S, Achille F, Dakanalis A, Bernardelli L, Sforza F, Rossini A, Caltagirone C, Fascendini S, Clerici M, Riva G, Mantovani F. A virtual reality home-based training for the management of stress and anxiety among healthcare workers during the COVID-19 pandemic: study protocol for a randomized controlled trial. Trials 2022;23(1) View
  21. Pallavicini F, Pepe A, Clerici M, Mantovani F. Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review. JMIR Serious Games 2022;10(4):e35000 View

Books/Policy Documents

  1. Pallavicini F, Orena E, Achille F, Stefanini S, Caragnano C, Vuolato C, Pepe A, Ranieri P, di Santo S, Greci L, Fascendini S, Defanti A, Clerici M, Mantovani F. HCI International 2022 – Late Breaking Papers: Interacting with eXtended Reality and Artificial Intelligence. View