Stefano Triberti

Prof. Stefano Triberti

orcid

Research Focus & Metrics

Academic Career Length

14Years (2013-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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8 January 2016 in Frontiers in Psychology
Verified
Journal Article
Open access
PDF file
SBSerena Barello
Serena Barello
STStefano Triberti
Stefano Triberti
GGGuendalina Graffigna
Guendalina Graffigna
CLChiara Libreri
Chiara Libreri
SSSilvia Serino
Silvia Serino
Giuseppe RivaGiuseppe Riva
Giuseppe Riva
EHealth interventions are recognized to have a tremendous potential to promote patient engagement. To date, the majority of studies examine the efficacy of eHealth in enhancing clinical outcomes without focusing on patient engagement in its specificity. This paper aimed at reviewing findings from the literature about the use of eHealth in engaging patients in their own care process. We undertook a comprehensive literature search within the peer-reviewed international literature. Eleven studies met the inclusion criteria. eHealth interventions reviewed were mainly devoted to foster only partial dimensions of patient engagement (i.e. alternatively cognitive, emotional or behavioral domains related to healthcare management), thus failing to consider the complexity of such an experience. This also led to a great heterogeneity of technologies, assessed variables and achieved outcomes. This systematic review underlines the need for a more holistic view of patient needs to actually engage them in Ehealth interventions and obtaining positive outcomes. In this sense, patient engagement constitute a new frontiers for healthcare models where eHealth could maximize its potentialities.

1 April 2018 in Games for Health Journal
Verified
Journal Article
Closed access
DVDaniela Villani
Daniela Villani
CCClaudia Carissoli
Claudia Carissoli
STStefano Triberti
Stefano Triberti
AMAntonella Marchetti
Antonella Marchetti
GGGabriella Gilli
Gabriella Gilli
Giuseppe RivaGiuseppe Riva
Giuseppe Riva
Introduction: Emotion regulation (ER) supports multiple individual functions and promotes mental health and wellbeing. Among the tools that may be used to help people in managing their affective states, videogames are reaching attention and are showing positive effects. Yet, little is known about their effectiveness. Objective: This study aims to assess the amount and quality of studies investigating the effects and modalities of the use of videogames for ER. Materials and Methods: A systematic literature search according to PRISMA guidelines was performed. Subsequently, according to expert advice other few studies have been added. Results: Twenty-three studies met the inclusion criteria and were included in the review; they can be categorized into three groups, namely (1) cross-sectional and qualitative studies, (2) experimental studies investigating the effects of videogame experience on ER and (3) ER intervention with serious games. Discussion: Discussion of the reviewed studies highlights that frequent gaming with commercial games offers more opportunities for ER improvement (related to gameplay and enjoyment of fictional properties) than limited-time experiences, such as those supported by bespoke serious games. This research area is still in its infancy and findings need to be interpreted with caution; furthermore, future reviews are encouraged to include clinical populations. Conclusion: Videogames offer several opportunities for ER and a challenge for educational and psychological interventions.

1 March 2019 in Cancer Treatment Reviews
Verified
Journal Article
Closed access
STStefano Triberti
Stefano Triberti
LSLucrezia Savioni
Lucrezia Savioni
VSValeria Sebri
Valeria Sebri
GPGabriella Pravettoni
Gabriella Pravettoni

1 June 2014 in Cyberpsychology, Behavior, and Social Networking
Verified
Journal Article
Closed access
STStefano Triberti
Stefano Triberti
CRclaudia repetto
claudia repetto
Giuseppe RivaGiuseppe Riva
Giuseppe Riva
The experience of pain is affected by remarkable psychological factors. The concept of neuromatrix suggests that pain is an amalgam of affect, cognition, and sensation mediated through diverse brain regions. Moreover, the experience of pain appears to be reduced by environmental stimuli that drive attention away from the noxious events. Accordingly, immersion in a computer-generated, three-dimensional virtual environment has been used as an efficient distraction tool in a number of studies on pain management. However, no systematic approaches have explored the psychological factors that influence the effectiveness of virtual reality (VR) as a distraction technology. This review aims to outline the fundamental psychological factors involved in the use of VR to provide pain management. An analysis of the literature revealed some important elements associated with the patients' subjective experience. Eleven studies met the inclusion criteria and were included in the review. The results suggest the importance of different psychological factors in the effectiveness of the analgesic distraction. While sense of presence influence the effectiveness of VR as a distraction tool, anxiety as well as positive emotions directly affect the experience of pain. Future challenges for pain management via VR include adopting properly validated measures to assess psychological factors and using different experimental conditions to better understand their complex effects.

1 February 2016 in Cyberpsychology, Behavior, and Social Networking
Verified
Journal Article
Closed access
SSSilvia Serino
Silvia Serino
EPElisa Pedroli
Elisa Pedroli
AKAnouk Keizer
Anouk Keizer
STStefano Triberti
Stefano Triberti
Antonios DakanalisAntonios Dakanalis
Antonios Dakanalis
Giuseppe RivaGiuseppe Riva
Giuseppe Riva
An increasing amount of evidence has shown that embodiment of a virtual body via visuo-tactile stimulation can lead to an altered perception of body and object size. The current study aimed to investigate whether virtual reality (VR) body swapping can be an effective tool for modifying the enduring memory of the body. The experimental sample included 21 female participants who were asked to estimate the width and circumference of different body parts before any kind of stimulation and after two types of body swapping illusions (“synchronous visuo-tactile stimulation” and “asynchronous visuo-tactile stimulation”). Findings revealed that after participants embodied a virtual body with a skinny belly (independently of the type of visuo-tactile stimulation), there was an update of the stored representation of the body: participants reported a decrease in the ratio between estimated and actual body measures for most of the body parts considered. Based on the Allocentric Lock Theory, these findings provide first evidence that VR body swapping is able to induce a change in the memory of the body. This knowledge may be potentially useful for patients suffering from eating and weight disorders.

12 March 2019 in Frontiers in Psychology
Verified
Journal Article
Open access
PDF file
SPSilvia Francesca Maria Pizzoli
Silvia Francesca Maria Pizzoli
KMKetti Mazzocco
Ketti Mazzocco
STStefano Triberti
Stefano Triberti
DMDario Monzani
Dario Monzani
MRMariano Luis Alcañiz Raya
Mariano Luis Alcañiz Raya
GPGabriella Pravettoni
Gabriella Pravettoni
Virtual reality has been used effectively to promote relaxation and reduce stress. It is possible to find two main approaches to achieve such aims across the literature. The first one is focused on generic environments filled with relaxing “narratives” to induce control over one’s own body and physiological response, while the second one engages the user in virtual reality-mediated activities to empower his/her own abilities to regulate emotion. The scope of the present contribution is to extend the discourse on VR use to promote relaxation, by proposing a third approach. This would be based on VR with personalized content, based on user research to identify important life events. As a second step, distinctive features of such events may be rendered with symbols, activities or other virtual environments contents. According to literature, it is possible that such an approach would obtain more sophisticated and long-lasting relaxation in users. The present contribution explores this innovative theoretical proposal and its potential applications within future research and interventions.