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 Pallavicini1 Author Orcid Image ;   Alessandro Pepe1 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
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  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
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  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
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  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
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  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
  22. Bluman M, Snider K, Baratz G, Cohen A, Canetti D, Hasler B. Virtual Reality-Based Joy Induction: The Role of Interactivity and Prior Mood. Cyberpsychology, Behavior, and Social Networking 2023;26(4):229 View
  23. Valls-Ratés Ï, Niebuhr O, Prieto P. Encouraging participant embodiment during VR-assisted public speaking training improves persuasiveness and charisma and reduces anxiety in secondary school students. Frontiers in Virtual Reality 2023;4 View
  24. Yeh C, Chen T. The role of online game usage in the relationship between initial daily negative moods and subsequent positive moods: The moderating role of hedonistic motivation. Current Psychology 2024;43(7):6101 View
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  26. Di Pompeo I, D'Aurizio G, Burattini C, Bisegna F, Curcio G. Positive mood induction to promote well-being and health: A systematic review from real settings to virtual reality. Journal of Environmental Psychology 2023;91:102095 View
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  29. Le Roy B, Martin-Krumm C, Poupon C, Richieri R, Malbos E, Barthélémy F, Guedj E, Trousselard M. Virtual Exercise in Medicine: A Proof of Concept in a Healthy Population. JMIR Formative Research 2024;8:e45637 View
  30. Somarathna R, Bednarz T, Mohammadi G. Virtual Reality for Emotion Elicitation – A Review. IEEE Transactions on Affective Computing 2023;14(4):2626 View
  31. Kosonogov V, Hajiyeva G, Zyabreva I. PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study. Virtual Reality 2024;28(1) View
  32. Zulkarnain A, Cao X, Kókai Z, Gere A. Self-Assessed Experience of Emotional Involvement in Sensory Analysis Performed in Virtual Reality. Foods 2024;13(3):375 View
  33. Hariyady H, Ag Ibrahim A, Teo J, Suharso W, Firjaun Barlaman M, Aulanas Bitaqwa M, Ahmad A, Md Yassin F, Salimun C, Weng N, Abdul Karim S, Syed Zainol Abidin S, Skala V. Virtual Reality and Emotional Responses: A Comprehensive Literature Review on Theories, Frameworks, and Research Gaps. ITM Web of Conferences 2024;63:01022 View
  34. Giardina A, Schimmenti A, Starcevic V, King D, Di Blasi M, Billieux J. Problematic gaming, social withdrawal, and Escapism: The Compensatory-Dissociative Online Gaming (C-DOG) model. Computers in Human Behavior 2024;155:108187 View
  35. Lialy H, Abdalrahman H, Elsebaie M, Abdrabo M, Emara M, Mosad Y, Elsaid M. Virtual reality gaming for rehabilitation of patients with urinary incontinence: A systematic review and meta‐analysis. Physiotherapy Research International 2024;29(4) View
  36. Chang Y, Yang C. Examining the Mechanisms of Virtual Reality Tourism’s Impact on the Mental Well-Being of Long-Term Care Facility Residents: Perspectives on Presence and Flow. Behavioral Sciences 2024;14(9):781 View
  37. Chitale V, Henry J, Liang H, Matthews B, Baghaei N. Virtual reality analytics map (VRAM): A conceptual framework for detecting mental disorders using virtual reality data. New Ideas in Psychology 2025;76:101127 View
  38. Yin M, Xiao R. Press A or Wave: User Expectations for NPC Interactions and Nonverbal Behaviour in Virtual Reality. Proceedings of the ACM on Human-Computer Interaction 2024;8(CHI PLAY):1 View
  39. Johnson D, O'Donnell N, Frommel J, Mandryk R. Flipping into the Future: Exploring Player Experience and Task Demand in Physical, VR, and PC Pinball. Proceedings of the ACM on Human-Computer Interaction 2024;8(CHI PLAY):1 View
  40. Álvarez P, García de Quirós J, Fabra J. Emotion-Driven Music and IoT Devices for Collaborative Exer-Games. Applied Sciences 2024;14(22):10251 View
  41. Linge A, Øyeflaten I, Johansen T, Helle T, Jensen C, Hole A, Jepsen R. Virtual Reality Gaming in Occupational Rehabilitation - User Experiences and Perceptions. Journal of Multidisciplinary Healthcare 2024;Volume 17:5139 View
  42. Pallavicini F, Orena E, Arnoldi L, Achille F, Stefanini S, Cassa M, Pepe A, Veronese G, Bernardelli L, Sforza F, Fascendini S, Defanti C, Gemma M, Clerici M, Riva G, Mantovani F. Effects and Acceptability of a 1-Week Home-Based Virtual Reality Training for Supporting the Management of Stress and Anxiety: Randomized Pilot Trial. JMIR Serious Games 2025;13:e50326 View
  43. Peng D, Wu X, Yang Y, Li X, Shu A, Liang J, Tu Z, Liu L, Yang Q, Dong W, Lu C. The effects of interactive video games combined with LEGO game therapy on social anxiety in rural left-behind children. Frontiers in Psychology 2024;15 View
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  45. David O, Tomoiagă C. The 3D REThink Life Game, a Game-Based Intervention for Training Emotion Regulation Abilities. Journal of Rational-Emotive & Cognitive-Behavior Therapy 2025;43(2) View
  46. Chang F, Yang S, Zhang Y, Tian C, Xiang H. Efficacy of Biofeedback-Based Serious Game for Pain Alleviation in Middle-Aged and Older Patients with Ovarian Cancer: A Randomized Controlled Trial. Games for Health Journal 2025 View
  47. Cotia C, Mandru S. Exercises Based on a Non-Immersive Virtual Reality Application for Upper Limb Rehabilitation. Bioengineering 2025;12(7):726 View
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  51. Akçakese A. Video Oyunlarının Rekreasyonel Kullanımı: Stardew Valley’de Oyuncu Deneyimine Yönelik Bir Karma Yöntem Çalışması. Sportive 2025;8(2):259 View
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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
  2. Wölfel M. Immersive Virtuelle Realität. View
  3. Martinez K, Checa D. Extended Reality. View
  4. Dilanchian A, Prevratil M, Boot W. HCI International 2023 Posters. View
  5. Ahmed F, Berta R, Bellotti F, Floris F, Lazzaroni L, Barresi G, Carrion J. Games and Learning Alliance. View
  6. Vadivel V. Intelligent Computing. View
  7. Yukang X, Lin Z. The Cambridge Handbook of Cyber Behavior. View
  8. Kato Y, Kimura R, Nakajima T. Information Integration and Web Intelligence. View
  9. DeCamp W, Sevin R, Daly K, Castillo R. The Cambridge Handbook of Cyber Behavior. View
  10. Tamilkodi R, Shankar V, Baba G, Kumar G, Vijaya G, Kiran M. Algorithms and Computational Theory for Engineering Applications. View
  11. Kato Y, Kimura R, Nakajima T. Distributed, Ambient and Pervasive Interactions. View
  12. Xiao Q. Virtual, Augmented and Mixed Reality. View

Conference Proceedings

  1. Soler-Dominguez J, Navas-Medrano S, Pons P. Proceedings of the CHI Conference on Human Factors in Computing Systems. ARCADIA: A Gamified Mixed Reality System for Emotional Regulation and Self-Compassion View
  2. Young G. 2024 IEEE 5th International Symposium on the Internet of Sounds (IS2). Ethical Considerations in the Production and Consumption of Music in the Metaverse View
  3. Afzal S, Khan H, Ali S, Lee J. 2025 IEEE International Conference on Consumer Electronics (ICCE). Virtual Reality Environment: Detecting and Inducing Emotions View