BAW 2023 project References

  1. Global video game users 2017 – 2027 | Statista
  2. Video gamers in Italy by gender 2021 | Statista
  3. VR headset unit sales worldwide 2019 – 2024 | Statista
  4. Palaus M, Marron EM, Viejo-Sobera R, Redolar-Ripoll D. Neural Basis of Video Gaming: A Systematic Review. Front Hum Neurosci. 2017 May 22;11:248.
  5. Riva G, Wiederhold BK, Mantovani F. Neuroscience of Virtual Reality: From Virtual Exposure to Embodied Medicine. Cyberpsychol Behav Soc Netw. 2019 Jan;22(1):82-96.
  6. Granic I, Lobel A, Engels RC. The benefits of playing video games. Am Psychol. 2014 Jan;69(1):66-78.
  7. Maggio MG, Maresca G, De Luca R, Stagnitti MC, Porcari B, Ferrera MC, Galletti F, Casella C, Manuli A, Calabrò RS. The Growing Use of Virtual Reality in Cognitive Rehabilitation: Fact, Fake or Vision? A Scoping Review. J Natl Med Assoc. 2019 Aug;111(4):457-463.
  8. Markey, P. M., Ferguson, C. J., hopkins, L. I. (2020). Video game Play: Myths and Benefits, American Journal of Play, vol.13(1), 87-106.
  9. an Rooij, A. J., Ferguson, C. J., Colder Carras, M., Kardefelt-Winther, D., Shi, J., Aarseth, E., Bean, A. M., Bergmark, K. H., Brus, A., Coulson, M., Deleuze, J., Dullur, P., Dunkels, E., Edman, J., Elson, M., Etchells, P. J., Fiskaali, A., Granic, I., Jansz, J., Karlsen, F., Kaye, L. K., Kirsh, B., Lieberoth, A., Markey, P., Mills, K. L., Nielsen, R. K. L., Orben, A., Poulsen, A., Prause, N., Prax, P., Quandt, T., Schimmenti, A., Starcevic, V., Stutman, G., Turner, N. E., van Looy, J., & Przybylski, A. K. (2018). A weak scientific basis for gaming disorder: Let us err on the side of caution, Journal of Behavioral Addictions7(1), 1-9.