Volume 14, Summer 2016

 
 











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Table of Contents

 

Preface                                                                                                                                   v

Brenda K. Wiederhold, Giuseppe Riva and Mark D. Wiederhold, Gráinne Kirwan

 

 

Section I. Editorial

 

1. Being Different: The Transformative Potential of Virtual Reality

 

Giuseppe Riva, Brenda K. Wiederhold, Andrea Gaggioli                                        3

 

Section II. Critical Reviews

 

1.

The Game Transfer Phenomena framework: Investigating altered perceptions,

   9

automatic mental processes and behaviors induced by virtual immersion

 

 

Angelica B. Ortiz De Gortari

 

2.

 Online Behavior: Interdisciplinary Perspectives for Cyberpsychology

 16

 

Alexander Voiskounsky

 

3.

 A Conceptual Model of Factors Leading to the Digital Exclusion of People

 23

with Neurodevelopmental Disorders

 

 

Claude L. Normand, Dany Lussier-Desrochers, Stéphanie-M. Fecteau,  Valérie Godin-Tremblay, Marie-Ève Dupont, Jeannie Roux and Alejandro Romero

 

4.

Cybertherapy: a scientific model? A text mining analysis of published abstracts

30

 

Lise Haddouk and Brice Gouvernet

 

 

 

 

Section III. Evaluation Studies

 

5.

Networked Flow in Blended Learning Settings: a Longitudinal Mixed-Method

39

Study 

 

 

Carlo Galimberti,  Alice Chirico, Eleonora Brivio, Fabiana Gatti, Elvis Mazzoni, Giuseppe Riva ,, Luca Milani, Carla Mazzoleno, Elisa Albertini, and Andrea Gaggioli

 

6.

Efficacy of a digital education program on Life Satisfaction and digital self

  45

efficacy in older adults: A mixed method study

 

 

Eleonora Brivio, Silvia Serino,, Carlo Galimberti and Giuseppe Riva

 

7.

Where is the Virtual Self? Virtual Worlds and the Self as a Cyborg

51

 

Simon Evans

 

8.

E-mental health on-campus: College students' views of online help-seeking

58

 

Gillian Karwig, and Derek Chambers

 

9.

Online Counselling: web-conferences as new “trusted setting” for psychological

64

support

 

 

Davide Algeri , Sara Gabri, Luca Mazzucchelli, and Alessandra Micalizzi

 

 

 

 

 

Section IV. Original Research

 

10.

Impact of Distractors on Executive Control in Older Adults: Construct-Driven

  71

and Function-Led Approaches to Neuropsychological Assessment

 

 

Thomas D. Parsons, Michael Barnet, and Timothy Mcmahan

 

11.

Inside and Outside the Self. Virtual Reality and Repertory Grids in the Spatial

  78

Analysis of Anorexic Patients’ Meanings

 

 

Clelia Malighetti, Silvia Serino , Giuseppe Riva and Sabrina Cipolletta

 

12.

Cognitive Styles Specifics of Adult Computer Gamers

  84

 

Nataliya V. Bogacheva

 

13.

3D virtual environment for empirical research on social pain: Enhancing fidelity

 89

and anthropomorphism in the study of feelings of ostracism inclusion and over-inclusion

 

 

Eva Venturini, Paolo Riva, Francesco Serpetti, Leonor Romero Laura, Federica Pallavicini, Fabrizia Mantovani, Renee Cloutier, Fred Mcmahan , Kiefer Stonecipher and Thomas D. Parsons

 

14.

 

The Role of School Climate on Willingness to Seek Help for Bullying

  95

 

Irene Connolly and Ciara Corcoran

 

15.

Mutual Rule-Shaping with Parents to Form Adolescents’ Healthy Smartphone Use

102

 

Jimin Rhim , Seyeon Lee,  Seul Lee , Jung Whan Na  and Young Yim

 

16.

An Investigation Into Anxiety In Virtual Reality Following A Self-Compassion

109

Induction

 

 

Vincent Ryan and  Robert Griffin

 

17.

 

Cyberharassment and Cyberbullying; Individual and Institutional Perspectives

115

 

Emma Short, Antony Brown,  Jim Barnes, Marc Conrad, Zhraa Alhaboby, Melanie Pitchford, Liesl Conradie, Gavin Stewart and Alexandra Dobocan

 

18.

Examining the Role of Facebook in College Social Adjustment for First Year

123

Undergraduate Students

 

 

Audrey Stenson and Irene Connolly

 

19.

Using and Intending: how personal intentions can influence the User Experience of

130

interactive technologies

 

 

Stefano Triberti, Andrea Gaggioli and Giuseppe Riva

 

Section V. Clinical Observations

 

20.

Cue Exposure Treatment through Virtual Reality Reduce Cigarette Craving in Real

137

Life Environments

 

 

Irene Pericot-Valverde, Marta Ferrer-Garcìa, Joana Pla-Sanjuanelo, Roberto Secades-Villa and José Gutiérrez-Maldonado

 

21.

Virtual Reality Environments to rehabilitation Attention deficits in schizophrenic

143

patients

 

 

Filippo La Pagnlia, Caterina La Cascia, Rosalinda Rizzo, Margherita Sanna, Flavia Cangialosi, Lucia Sideli, Antonio Francomano, Giuseppe Riva  and Daniele La Barbera

 

22.

 

The potential of virtual reality technologies to support people with an autism

149

condition: A case study of acceptance, presence and negative effects

 

 

Nigel Newbutt, Connie Sung,  Hung Jen Kuo and  Michael. J. Lehay

 

24.

Using virtual reality for cue-exposure therapy in a case of bulimia nervosa

155

 

Joana Pla-Sanjuanelo, Marta Ferrer-Garcìa, Ferran Vilalta-Abella, José Ferrer-Garcìa, Alexis Andreu-Gracia, Antonios Dakanalis, Neli Escandòn-Nagel, Fernando Fernandez-Aranda, Osane Gomez-Tricio, Joan Ribas-Sabaté, Giuseppe Riva, Isabel Sànchez  and Virgínia Tena

 

25.

Virtual Reality Therapy for the Treatment of Combat-Related Posttraumatic Stress

161

Disorder: A Case Report 10 Years Post Combat Deployment

 

    Dennis Patrick Wood, Brenda K. Wiederhold, Mark D. Wiederhold, James L. Spira

 

Section VI. Work In Progress

 

26.

 

Transformative Interactions: Designing Positive Technologies to Foster

169

Self-Transcendence and Meaning

 

 

Andrea Gaggioli, Alice Chirico, Stefano Triberti and Giuseppe Riva

 

26.

Online and Offline life: key factors for a functional use of the Internet

177

 

Martina Benvenuti and Elvis Mazzoni

 

27.

Identifying Psychological Themes in the Legend of Zelda Video Game Franchise:

183

A Dissemination

 

 

Derek Laffan

 

28.

Group Aggression and Bullying through Complex Systems Agent Based Modeling

189

 

George Mudrak and Sudhanshu Kumar Semwal

 

Section VII. Brief Communication

 

29.

 

User Experience of BenEssere Mamma, a pregnancy app for women wellbeing

195

 

Claudia Carissoli, Daniela Villani, Stefano Triberti and Giuseppe Riva

 

30.

Classifying Different Types of Augmented Reality Technology

199

 

Amanda Edwards-Stewart, Tim Hoyt and Greg M.  Reger

 

31.

Patients’ expectations and satisfaction towards an Internet-based treatment for flying

203

phobia: preliminary data

 

 

Daniel Campos, Soledad Quero, Juana Bretòn-Lòpen, Sonia Mor and  Cristina Botella

 

32.

Enhancing Well-being During the Pregnancy: Protocol of an Innovative Positive

207

Psychology Intervention Addressed to Brazilian Pregnant Women

 

 

Giulia Corno, Geissy L. L. Araújo, Priscila Palomo, Gabriela V. Simabucuru, Elizabel S. R. Viana,  Maria Bernardete C. Sousa, Marcelo M. P. Demarzo and Rosa M. Baños


33.

 

Virtual Reality vs Television vs Web Exposure: The impact on Brand Experience. A

211

 

preliminary study

 

 

Sofia Scatena, Gian Nicolò Russo and Giuseppe Riva

 

34.

Mixed Reality Therapy: Presentation& Experience In Applied Psychology

215

 

John Francis Leader

 

35.

Risks and Benefits of Internet Use by People with Neurodevelopmental

219

Disorders

 

 

Claude L. Normand and François Sallafranque St-Louis

 

36.

Persona: A Digital Identity Amongst Many Selves

223

 

Oscar Milik

 

37.

Virtual memory palaces to improve quality of life in Alzheimer's disease

227

 

Kasper Bormans, Keith Roe and Dirk De Wachter

 

38.

Serious Games in Group Help to Evaluate the Risk of Suicide

233

 

Xanthie Vlachopoulou and Lise Haddouk

 

 

Subject Index

 

 

Author Index

 


Ċ
Giuseppe Riva,
Nov 18, 2016, 9:59 AM
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