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The Role of Immersion and Narrative in Mediated Presence: The Virtual Hospital Experience., , , , and . Cyberpsy., Behavior, and Soc. Networking, 14 (3): 99-105 (2011)Cognitive engineering for technology in mental health care and rehabilitation., , , , and . ECCE, page 297-298. Mediamatica, Delft University of Technology, The Netherlands / ACM, (2010)Usability Testing of Two Mini-Games and One Serious Game to Educate People About Genetics., , , , , and . pHealth, volume 261 of Studies in Health Technology and Informatics, page 82-87. IOS Press, (2019)Psycho-emotional tools for better treatment adherence and therapeutic outcomes for cancer patients., , , , , , , , , and . pHealth, volume 224 of Studies in Health Technology and Informatics, page 129-134. IOS Press, (2016)Emotional Response to Virtual Reality Exposure across Different Cultures: The Role of the Attribution Process., , , , , , , and . Cyberpsy., Behavior, and Soc. Networking, 12 (6): 699-705 (2009)CyberEurope., and . Cyberpsy., Behavior, and Soc. Networking, 13 (1): 127-128 (2010)Interreality in Practice: Bridging Virtual and Real Worlds in the Treatment of Posttraumatic Stress Disorders., , , , , , and . Cyberpsy., Behavior, and Soc. Networking, 13 (1): 55-65 (2010)Avatars and the Disease: Digital Customization as a Resource for Self-Perception Assessment in Breast Cancer Patients., , , , and . Cyberpsy., Behavior, and Soc. Networking, 22 (8): 558-564 (2019)Design, development and usability test of serious games related to genetics., , , , , , and . SeGAH, page 1-8. IEEE, (2018)COVID-19 and mental disorders in healthcare Personnel: A novel framework to develop Personas from an online survey., , , , and . J. Biomed. Informatics, (2022)