University of Padova



Cardullo, S., Gamberini, L., Milan, S., & Mapelli, D. (2016). Rehabilitation Tool: A Pilot Study On A New Neuropsychological Interactive Training System. Annual Review of CyberTherapy and Telemedicine 2015, 168.

Gamberini, L., Chittaro, L., Spagnolli, A., & Carlesso, C. (2015). Psychological response to an emergency in virtual reality: Effects of victim ethnicity and emergency type on helping behavior and navigation. Computers in Human Behavior, 48, 104-113.

Mason, L., Pluchino, P., & Tornatora, M. C. (2015). Eye-movement modeling of integrative reading of an illustrated text: Effects on processing and learning. Contemporary Educational Psychology, 41, 172-187.

Mason, L., Tornatora, M. C., & Pluchino, P. (2015). Integrative processing of verbal and graphical information during re-reading predicts learning from illustrated text: An eye-movement study. Reading and Writing, 28(6), 851-872.

Mioni, G., Rendell, P. G., Stablum, F., Gamberini, L., & Bisiacchi, P. S. (2015). Test–retest consistency of Virtual Week: A task to investigate prospective memory. Neuropsychological rehabilitation, 25(3), 419-447.


Aranyi, G., Kouider, S., Lindsay, A., Prins, H., Ahmed, I., Jacucci, G., … & Cavazza, M. (2014). Subliminal cueing of selection behavior in a virtual environment. Presence: Teleoperators and Virtual Environments, 23(1), 33-50.

Gamberini, L., Spagnolli, A., Corradi, N., Sartori, G., Ghirardi, V., & Jacucci, G. (2014). Combining implicit and explicit techniques to reveal social desirability bias in electricity conservation self-reports. Energy Efficiency, 7(6), 923-935.

Mason, L., Pluchino, P., & Ariasi, N. (2014). Reading information about a scientific phenomenon on webpages varying for reliability: An eye-movement analysis. Educational Technology Research and Development, 62(6), 663-685.

Spagnolli, A., & Bracken, C. C. (2014). Validation in cyberinterventions: an introduction to this themed issue. Virtual Reality, 18(1), 1-4.

Spagnolli, A., Bracken, C. C., & Orso, V. (2014). The role played by the concept of presence in validating the efficacy of a cybertherapy treatment: a literature review. Virtual Reality, 18(1), 13-36.


Corradi, N., Priftis, K., Jacucci, G., & Gamberini, L. (2013). Oops, I forgot the light on! The cognitive mechanisms supporting the execution of energy saving behaviors. Journal of Economic Psychology, 34, 88-96.

Gamberini, L., Carlesso, C., Seraglia, B., & Craighero, L. (2013). A behavioural experiment in virtual reality to verify the role of action function in space coding. Visual Cognition, 21(8), 961-969.

Gamberini, L., Spagnolli, A., Miotto, A., Ferrari, E., Corradi, N., & Furlan, S. (2013). Passengers’ activities during short trips on the London Underground. Transportation, 40(2), 251-268.

Gamberini, L., Spagnolli, A., Prontu, L., Furlan, S., Martino, F., Solaz, B. R., … & Lozano, J. A. (2013). How natural is a natural interface? An evaluation procedure based on action breakdowns. Personal and ubiquitous computing, 17(1), 69-79.

Gamberini, L., Zamboni, L., Privitera, A. G., De Giuli, G., Villa, C., & Spagnolli, A. (2013). Designing a serious game for in-field interventions to promote nightlife well-being.  Annual Review of CyberTherapy and Telemedicine 2013, 70.

Marchetti, M., Piccione, F., Silvoni, S., Gamberini, L., & Priftis, K. (2013). Covert visuospatial attention orienting in a brain-computer interface for amyotrophic lateral sclerosis patients. Neurorehabilitation and neural repair, 27(5), 430-438.

Mason, L., Pluchino, P., & Tornatora, M. C. (2013). Effects of picture labeling on science text processing and learning: Evidence from eye movements. Reading Research Quarterly, 48(2), 199-214.

Mason, L., Pluchino, P., Tornatora, M. C., & Ariasi, N. (2013). An eye-tracking study of learning from science text with concrete and abstract illustrations. The Journal of Experimental Education, 81(3), 356-384.

Mason, L., Tornatora, M. C., & Pluchino, P. (2013). Do fourth graders integrate text and picture in processing and learning from an illustrated science text? Evidence from eye-movement patterns. Computers & Education, 60(1), 95-109.


Alberti, C. F., Gamberini, L., Spagnolli, A., Varotto, D., & Semenzato, L. (2012). Using an eye-tracker to assess the effectiveness of a three-dimensional riding simulator in increasing hazard perception. Cyberpsychology, Behavior, and Social Networking, 15(5), 274-276.

Privitera, A. G., Martino, F., & Gamberini, L. (2012). Virtual Meeting Analyzer: A Web application to visualize and analyze social networks emerging in group meetings. PsychNology Journal, 10(1).

Seraglia, B., Priftis, K., Cutini, S., & Gamberini, L. (2012). How tool use and arm position affect peripersonal space representation. Cognitive processing, 13(1), 325-328.

Spagnolli, A., Gamberini, L., Ibanez, F., Fabregat, M. E., Debelic, T., & Orso, V. (2012). Involving elderly users in design: techniques to collect preferences for Interactive Digital Television. Annual Review Of Cybertherapy and Telemedice 2012, 233-237.


Ayora, P., Peressotti, F., Alario, F., Mulatti, C., Pluchino, P., Job, R., & Dell’Acqua, R. (2011). What phonological facilitation tells about semantic interference: A dual-task study. Frontiers in psychology, 2, 57.

Cardullo, S., Seraglia, B., Bordin, A., & Gamberini, L. (2011). Cognitive training with Nintendo Wii® for the elderly: an evaluation. Journal of CyberTherapy and Rehabilitation, 4(2), 159-161.

Cutini, S., Scarpa, F., Scatturin, P., Jolicœur, P., Pluchino, P., Zorzi, M., & Dell’Acqua, R. (2011). A hemodynamic correlate of lateralized visual short-term memories. Neuropsychologia, 49(6), 1611-1621.

Gamberini, L., Debelic, T., Spagnolli, A., & Ibanez, F. (2011). Interactive television to facilitate social inclusion of elderly people. Journal of CyberTherapy and Rehabilitation, 4(2), 282-285.

Kerrigan, D. J., Gamberini, L., Spagnolli, A., & Jacucci, G. (2011). Smart meters: A users’ view. PsychNology Journal, 9(1), 55-72.

Prime, D. J., Pluchino, P., Eimer, M., Dell’Acqua, R., & Jolicœur, P. (2011). Object?substitution masking modulates spatial attention deployment and the encoding of information in visual short?term memory: Insights from occipito?parietal ERP components. Psychophysiology, 48(5), 687-696.

Rega, C., Gamberini, L., & De Rosa, M. (2011). Analisi dei consumi di farmaci equivalenti e valutazione delle possibili criticità legate alla variabilità del prodotto. Bollettino SIFO, 57(1), 54-62.

Seraglia, B., Gamberini, L., Priftis, K., Scatturin, P., Martinelli, M., & Cutini, S. (2011). An exploratory fNIRS study with immersive virtual reality: a new method for technical implementation. Frontiers in Human Neuroscience, 5, 176.

Spagnolli, A., Corradi, N., Gamberini, L., Hoggan, E., Jacucci, G., Katzeff, C., … & Jonsson, L. (2011). Eco-feedback on the go: Motivating energy awareness. Computer, 44(5), 38-45.


Gamberini, L., & Roncato, S. (2010). Spatial distortions induced by dotted patterns. Perception, 39(1), 13-26.

Gamberini, L., Cardullo, S., Seraglia, B., & Bordin, A. (2010). Neuropsychological testing through a Nintendo Wii console. Studies in Health Technology and Informatics, 154, 29-33.

Optale, G., Urgesi, C., Busato, V., Marin, S., Piron, L., Priftis, K., … & Bordin, A. (2010). Controlling memory impairment in elderly adults using virtual reality memory training: a randomized controlled pilot study. Neurorehabilitation and neural repair, 24(4), 348-357.

Spagnolli, A., Lombard, M., & Gamberini, L. (2010). Special Issue on Presence, Virtual Reality 14(1), 1-2.


Barresi, G., Maier, A., & Gamberini, L. (2009). Current Trends in Videogames and Rehabilitation. Cyberpsychology & Behavior 12(1), 81-82.

Gamberini, L., Marchetti, F., Martino, F., & Spagnolli, A. (2009). Designing a serious game for young users: The case of happy farm. Annual Review of CyberTherapy and Telemedicine, 7, 77-81.

Gamberini, L., Spagnolli, A., Furlan, S., Chalambalakis, A., Bertoli, L., Scottini, R., Turra, P. (2009). User’s performance with a riding simulation: the role of social setting. IxD&A – Interaction Design & Architecture(s), 59-62.

Jacucci, G., Spagnolli, A., Gamberini, L., Chalambalakis, A., Björksog, C., Bertoncini, M., … & Monti, P. (2009). Designing Effective Feedback of Electricity Consumption for Mobile User Interfaces. PsychNology Journal, 7(3), 265 – 289.

Kerrigan, D. J., Chen, H., Wiederhold, M. D., Gamberini, L., & Wiederhold, B. K. (2009). Evaluation of the Nintendo Wii for physical exercise and rehabilitation. Cyberpsychology & Behavior 12(1), 107.

Martino, F., Baù, R., Spagnolli, A., & Gamberini, L. (2009). Presence in the age of social networks: augmenting mediated environments with feedback on group activity. Virtual Reality, 13(3), 183-194.

Scarpetta, F., & Spagnolli, A. (2009). The interactional context of humor in stand-up comedy. Research on Language and Social Interaction, 42(3), 210-230.

Spagnolli, A., Gamberini, L., Furlan, S., Bertoli, L., Chalambalakis, A., Scottini, R., & Turra, P. (2009). Users’ performance with a riding trainer: The role of the social setting. IxD&A, 5, 59-62.

Spagnolli, A., Lombard, M., & Gamberini, L. (2009). Mediated presence: virtual reality, mixed environments and social networks. Virtual Reality 13(3), 137-139.


Alcañiz Raya, M. L., Gòmez, J. A., Gamberini, L., Martinelli, M., Prontu, L., Seraglia, B., & Varotto, D. (2008). Design and development of a mixed reality solution for gerontechnology applications. Gerontechnology, 7(2), 66.

Cutini, S., Scatturin, P., Menon, E., Bisiacchi, P. S., Gamberini, L., Zorzi, M., & Dell’Acqua, R. (2008). Selective activation of the superior frontal gyrus in task-switching: an event-related fNIRS study. Neuroimage, 42(2), 945-955.

Gamberini, L., Alcaniz, M., Barresi, G., Fabregat, M., Prontu, L., & Seraglia, B. (2008). Playing for a real bonus: Videogames to empower elderly people. Journal of CyberTherapy & Rehabilitation, 1(1), 37-48.

Gamberini, L., Barresi, G., Majer, A., & Scarpetta, F. (2008). A game a day keeps the doctor away: A short review of computer games in mental healthcare. Journal of CyberTherapy and Rehabilitation, 1(2), 127-146.

Gamberini, L., Fabregat, M., Spagnolli, A., Prontu, L., Seraglia, B., Alcaniz, M., … & Gonzales, A. (2008). Eldergames: videogames for empowering, training and monitoring elderly cognitive capabilities. Gerontechnology, 7(2), 111.

Gamberini, L., Seraglia, B., & Priftis, K. (2008). Processing of peripersonal and extrapersonal space using tools: Evidence from visual line bisection in real and virtual environments. Neuropsychologia, 46(5), 1298-1304.

Guardini, P., & Gamberini, L. (2008). Depth stratification in illusory-contour figures on heterogeneous backgrounds is independent of contour clarity and brightness enhancement. Perception, 37(6), 877-888.


Ajolfi, C., Gamberini, L., & De Rosa, M. (2007). Monitoraggio e verifica della documentazione “File F”: da procedura di razionalizzazione della spesa a strumento di appropriato utilizzo dei farmaci. Bollettino SIFO, 53(4), 171-177.

Gamberini, L., Giulianelli, C., Zucchini, E., Scaduto, M. C., & Parmeggiani, A. (2007). Obsessive compulsive disorder and anxious-depressive syndrome in comorbidity with learning disorder and tic: variability of phenotypical expression in two brothers. Giornale di Neuropsichiatria dell’Età Evolutiva, 27(1), 59.

Rey, B., Lozano, J.A., Alcaniz, M., Gamberini, L., Calvet, M., Kerrigan, D. and Martino, F., (2007). Part II-Interacting and Navigating in Virtual and Augmented Environments-Super-Feet: A Wireless Hand-Free Navigation System for Virtual Environments. Lecture Notes in Computer Science, 4563, 348-357.

Spagnolli, A., & Gamberini, L. (2007). Interacting via SMS: Practices of social closeness and reciprocation. British Journal of Social Psychology, 46(2), 343-364.

Zucchi, A., & Gamberini, L. (2007). Searching for Information on PDA in a Naturalistic Environment with or without Music. PsychNology Journal, 5(2), 207-222.


Di Stasi, L. L., & Gamberini, L. (2006). Uno studio sul completamento amodale volumetrico in ambiente virtuale non immersivo. Giornale italiano di psicologia, 33(3), 635-648.

Gamberini, L., Raya, M. A., Barresi, G., Fabregat, M., Ibanez, F., & Prontu, L. (2006). Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project. PsychNology Journal, 4(3), 285-308.

Magnani, G., Posar, A., Gamberini, L., Barcia, G., & Parmeggiani, A. (2006). Childhood occipital epilepsy with CSWS: neuropsychological outcome. Bollettino-Lega Italiana contro l’Epilessia, (133-134), 39-40

Nonino, F., De Girolamo, G., Gamberini, L., Goldoni, C. A., & Modena Work Group for Antipsychotics in Dementia. (2006). Survival among elderly Italian patients with dementia treated with atypical antipsychotics: observational study. Neurological sciences, 27(6), 375-380.


Nonino, F., De Gesu, R., Maccaferri, C., Di Nardo, A., Gamberini, L., & Belloi, L. (2005). Rischio di inappropriatezza prescrittiva nell’uso dei farmaci tra gli ospiti delle residenze per anziani. Studio di prevalenza. Giornale di Gerontologia, 53(2), A59.

Purgato, A., & Gamberini, L. (2005). Playsafety: Virtual environments as a persuasive tool to contrast risky behaviors in youth. Cyberpsychology & Behavior, 8 (4), 320-321.

Spagnolli, A., & Gamberini, L. (2005). A Place for Presence. Understanding the Human Involvement in Mediated Interactive Environments. PsychNology Journal, 3(1), 6-15.

Spagnolli, A., Gamberini, L., & Renô, L. (2005). Mediated pointing and the corporeal field. Intellectica, 41(2), 55-73.


Gamberini, L., Spagnolli, A., Cottone, P., Martinelli, M., & Bua, L. (2004). The “presence of others” in a virtual environment: different collaborative modalities with hybrid resources. Cognition, Technology & Work, 6(1), 45-48.

Riva, G., Alcaniz, M., Anolli, L., Bacchetta, M., Banos, R., Buselli, C., … & Conti, S. (2004). Virtual reality in mental health: The VEPSY updated controlled trials. Cyberpsychology & behavior, 6 (1) 304.

Riva, G., Alcaniz, M., Anolli, L., Bacchetta, M., Banos, R., Buselli, C., … & Conti, S. (2004). Virtual reality in mental health. Annual Review of CyberTherapy and Telemedicine, 2, 9-17.

Spagnolli, A., Colognesi, S., Scarpetta, F., & Gamberini, L. (2004). Ironia e ristrutturazione del” partecipant framework”: il caso degli ambienti virtuali. Rivista di psicolinguistica applicata, 4(2/3), 1000-1012.

Spagnolli, A., Gamberini, L., Cottone, P., & Mantovani, G. (2004). Ergonomics of virtual environments for clinical use. Studies in health technology and informatics, 99, 217-230.


Ajolfi, C., Preziosi, E., Gamberini, L., & GORD, D. R. M. (2003). Distribuzione diretta dei farmaci (L. 405/01): analisi della prescrizione farmaceutica in dimissione da ricovero. Bollettino SIFO, 49(5), 265-269.

Gamberini, L., & Spagnolli, A. (2003). Display Techniques and Methods for Cross-medial Data Analysis. PsychNology Journal, 1(2), 131-140.

Gamberini, L., & Spagnolli, A. (2003). On the relationship between presence and usability: a situated, action-based approach to virtual environments. Emerging Communication, 5, 97-108.

Gamberini, L., Cottone, P., Spagnolli, A., Varotto, D., & Mantovani, G. (2003). Responding to a fire emergency in a virtual environment: different patterns of action for different situations. Ergonomics, 46(8), 842-858.

Pretto, P., Roncato, S., Monacelli, G., & Gamberini, L. (2003). Testing driver’s comfort in virtual environments. PsychNology Journal, 1(2), 164-175.

Riva, G., Alcaniz, M., Anolli, L., Bacchetta, M., Banos, R., Buselli, C., … & Conti, S. (2003). The VEPSY UPDATED Project: clinical rationale and technical approach. Cyberpsychology & behavior, 6(4), 433-439.

Riva, G., Alcañiz, M., Anolli, L., Bacchetta, M., Baños, R., Buselli, C., … & Conti, S. (2003). Virtual reality for psycho-neurological assessment and rehabilitation. Annual Review of CyberTherapy and Telemedicine, 1, 121-128.

Spagnolli, A., Gamberini, L., & Gasparini, D. (2003). Breakdown analysis in virtual reality usability evaluation. Psychnology journal, 1(1).

Spagnolli, A., Varotto, D., & Mantovani, G. (2003). An ethnographic, action-based approach to human experience in virtual environments. International Journal of Human-Computer Studies, 59(6), 797-822.


Anna, S., Luciano, G., & Daniele, G. (2002). Situated breakdown analysis for the evaluation of a virtual environment. PsychNology Journal, 1(1), 5-17.

Gamberini, M. S., Gaggioli, A., & Molinari, E. (2002). The VEPSY UPDATED project: technical and clinical rationale. Medicine Meets Virtual Reality 02/10: Digital Upgrades, Applying Moore’s Law to Health, 85, 395.


Mantovani, G., & Spagnolli, A. (2001). Legitimating technologies: Ambiguity as a premise for negotiation in a networked institution. Information Technology & People, 14(3), 304-321.

Mantovani, G., Gamberini, L., Martinelli, M., & Varotto, D. (2001). Exploring the suitability of virtual environments for safety training: Signals, norms and ambiguity in a simulated emergency escape. Cognition, Technology & Work, 3(1), 33-41.

Optale, G., Capodieci, S., Pinelli, P., Zara, D., Gamberini, L., & Riva, G. (2001). Music-enhanced immersive virtual reality in the rehabilitation of memoryrelated cognitive processes and functional abilities: a case report. Presence: Teleoperators & Virtual Environments, 10(4), 450-462.

Riva, G., Alcaniz, M., Anolli, L., Bacchetta, M., Banos, R., Beltrame, F., … & Molinari, E. (2001). The VEPSY updated project: virtual reality in clinical psychology. CyberPsychology & Behavior, 4(4), 449-455.


Gamberini, L. (2000). Virtual reality as a new research tool for the study of human memory. CyberPsychology & Behavior, 3(3), 337-342.

Gamberini, L., & Riva, G. (2000). Net ergonomics: information retrieval in health care domains. Studies in health technology and informatics, 70, 83-85

Mantovani, G., & Spagnolli, A. (2000). Imagination and Culture: what is it like being in the cyberspace?. Mind, Culture, and Activity, 7(3), 217-226.

Riva, G., & Gamberini, L. (2000). Virtual reality as telemedicine tool: technology, ergonomics and actual applications. Technology and Health care, 8(2), 113-127.

Riva, G., & Gamberini, L. (2000). Virtual reality in telemedicine. Telemedicine Journal and e-Health, 6(3), 327-340.


Gamberini, L. (1999). Possibilità di miglioramento delle prestazioni umane tramite interventi sugli aspetti ergonomici delle interfacce: il caso dei parchimetri a tecnologia magnetica. Giornale italiano di psicologia, 26(3), 531-546.

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