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Virtual Reality|June 26, 2023
Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergamesKangyou Yu, Shaoyue Wen, Wenge Xu, et al.Gait & Posture|April 8, 2026
Virtual Reality illusions systematically perturb balance in young and older adultsAchintha M Abayasiri, Antonio Padilha Lanari Bo, Nilufar Baghaei, et al.JMIR Mental Health|September 23, 2021
Virtual Reality for Supporting the Treatment of Depression and Anxiety: Scoping ReviewNilufar Baghaei, Vibhav Chitale, Andrej Hlasnik, et al.JMIR Rehabilitation and Assistive Technologies|October 31, 2023
Rehabilitation Supported by Immersive Virtual Reality for Adults With Communication Disorders: Semistructured Interviews and Usability Survey StudyAtiyeh Vaezipour, Danielle Aldridge, Sebastian Koenig, et al.JMIR Mental Health|January 6, 2026
Digital Humans for Depression Assessment and Intervention Support: Scoping ReviewJiashuo Cao, Wujie Gao, Ruoyu Wen, et al.JMIR Serious Games|June 27, 2025
Influence of Virtual Reality Illusions on Balance Performance and Immersive User Experience in Young Adults: A Within-Subject Experimental StudyR Achintha M Abayasiri, Antonio Padilha Lanari Bo, Taylor J M Dick, et al.Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE Engineering in Medicine and Biology Society. Annual International Conference|December 3, 2025
Investigating the Impact of Virtual Illusions on Upper Limb Motion: Age-Related Differences and Rehabilitation ImplicationsR Achintha M Abayasiri, Taylor J M Dick, Nilufar Baghaei, et al.JMIR Serious Games|November 23, 2021
Effects of an Immersive Virtual Reality Exergame on University Students' Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability StudyWenge Xu, Hai-Ning Liang, Nilufar Baghaei, et al.Games for Health Journal|July 26, 2022
The Use of Videogames and Virtual Reality for the Assessment of Anxiety and Depression: A Scoping ReviewVibhav Chitale, Nilufar Baghaei, Daniel Playne, et al.JMIR Formative Research|June 17, 2022
Feasibility of Using Games to Improve Healthy Lifestyle Knowledge in Youth Aged 9-16 Years at Risk for Type 2 Diabetes: Pilot Randomized Controlled TrialRalph Maddison, Nilufar Baghaei, Amanda Calder, et al.Pageof 3