FERRARI AMBRA

Publications

  • Pallavicini, F., Pepe, A., Ferrari, A., Garcea, G., Zanacchi, A., & Mantovani, F. (2020). What Is the Relationship Among Positive Emotions, Sense of Presence, and Ease of Interaction in Virtual Reality Systems? An On-Site Evaluation of a Commercial Virtual Experience. PRESENCE, 27(2), 183-201.
  • Soraci, P., Ferrari, A., Antonino, U., & Griffiths, M. (2020). Psychometric Properties of the Italian Version of the Smartphone Application-Based Addiction Scale (SABAS). INTERNATIONAL JOURNAL OF MENTAL HEALTH AND ADDICTION.
  • Pallavicini, F., Ferrari, A., & 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.
  • PALLAVICINI, F., FERRARI, A., PEPE, 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 (a cura di), Universal access in human-computer Interaction (UAHCI 2018) (pp. 87-101). Springer.
  • Pallavicini, F., Ferrari, A., Zini, A., Garcea, G., Zanacchi, A., Barone, G., et al. (2018). What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study. In T. Ahram, & C. Falcão (a cura di), 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, July 17-21, 2017 (pp. 225-231). Springer Verlag.