A
Ambra Ferrari
Researcher at University of Milan
Publications - 13
Citations - 537
Ambra Ferrari is an academic researcher from University of Milan. The author has contributed to research in topics: Video game & Cronbach's alpha. The author has an hindex of 7, co-authored 9 publications receiving 306 citations. Previous affiliations of Ambra Ferrari include University of Milano-Bicocca.
Papers
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Journal ArticleDOI
Validation and Psychometric Evaluation of the Italian Version of the Fear of COVID-19 Scale.
Paolo Soraci,Ambra Ferrari,Francesco A. Abbiati,Elena Del Fante,Rosanna De Pace,Antonino Urso,Mark D. Griffiths +6 more
TL;DR: The Italian version of the FCV-19S is valid and reliable in assessing fear of COVID-19 among the general Italian population, and its unidimensional properties are confirmed.
Journal ArticleDOI
Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population.
TL;DR: Overall, findings give evidences of benefits of video games training on cognitive and emotional skills in relation to the healthy adult population, especially on young adults.
Book ChapterDOI
What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study
Federica Pallavicini,Ambra Ferrari,Andrea Zini,Giacomo Garcea,Andrea Zanacchi,Gabriele Barone,Fabrizia Mantovani +6 more
TL;DR: An exploratory study aimed to compare the players’ experience while performing a video game in an immersive (virtual reality) and in a non-immersive (tablet) condition and the experimental design and results will be presented and discussed.
Book ChapterDOI
Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using resident evil 7: Biohazard
Federica Pallavicini,Ambra Ferrari,Alessandro Pepe,Giacomo Garcea,Andrea Zanacchi,Fabrizia Mantovani +5 more
TL;DR: Comparing a horror game Resident Evil 7: Biohazard experienced through virtual reality as opposed to a non-immersive display modality and exploring differences in the usability and the emotional activation showed that playing a horror video game in virtual reality was not more difficult than playing in aNon-immersion displaymodality.
Journal ArticleDOI
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
Federica Pallavicini,Alessandro Pepe,Ambra Ferrari,Giacomo Garcea,Andrea Zanacchi,Fabrizia Mantovani +5 more
TL;DR: Evidence is given that the commercial virtual reality experience developed for the promotion of an urban renewal project was able to induce positive emotions and the positive emotions reported by users were associated with the sense of presence experienced in the virtual environment.