Villani, Daniela
 Distribuzione geografica
Continente #
EU - Europa 6.692
NA - Nord America 4.074
AS - Asia 2.640
SA - Sud America 372
OC - Oceania 54
AF - Africa 48
Continente sconosciuto - Info sul continente non disponibili 8
Totale 13.888
Nazione #
US - Stati Uniti d'America 3.857
IT - Italia 3.266
CN - Cina 791
DE - Germania 769
SG - Singapore 688
SE - Svezia 588
FR - Francia 435
BR - Brasile 313
GB - Regno Unito 260
PL - Polonia 227
IE - Irlanda 207
UA - Ucraina 207
CA - Canada 197
TR - Turchia 183
HK - Hong Kong 141
KR - Corea 137
ID - Indonesia 135
FI - Finlandia 127
IN - India 110
NL - Olanda 92
RU - Federazione Russa 86
CH - Svizzera 75
JP - Giappone 74
MY - Malesia 73
TW - Taiwan 71
ES - Italia 65
BE - Belgio 58
AU - Australia 51
PH - Filippine 45
IR - Iran 41
AT - Austria 37
GR - Grecia 33
NO - Norvegia 33
UZ - Uzbekistan 25
LT - Lituania 22
CZ - Repubblica Ceca 21
PT - Portogallo 18
ZA - Sudafrica 18
IL - Israele 17
VN - Vietnam 16
AR - Argentina 15
CO - Colombia 15
BD - Bangladesh 13
TH - Thailandia 13
CI - Costa d'Avorio 12
PK - Pakistan 12
HR - Croazia 11
RO - Romania 11
SA - Arabia Saudita 10
EC - Ecuador 9
DK - Danimarca 8
HU - Ungheria 8
PE - Perù 8
SI - Slovenia 8
KZ - Kazakistan 7
MX - Messico 7
CL - Cile 6
EG - Egitto 5
EU - Europa 5
AZ - Azerbaigian 4
BA - Bosnia-Erzegovina 4
MO - Macao, regione amministrativa speciale della Cina 4
PA - Panama 4
QA - Qatar 4
TN - Tunisia 4
CY - Cipro 3
HN - Honduras 3
IQ - Iraq 3
LV - Lettonia 3
NZ - Nuova Zelanda 3
OM - Oman 3
PS - Palestinian Territory 3
VA - Santa Sede (Città del Vaticano) 3
VE - Venezuela 3
A1 - Anonimo 2
AE - Emirati Arabi Uniti 2
BG - Bulgaria 2
BO - Bolivia 2
EE - Estonia 2
JO - Giordania 2
KG - Kirghizistan 2
KH - Cambogia 2
KW - Kuwait 2
LA - Repubblica Popolare Democratica del Laos 2
LU - Lussemburgo 2
MA - Marocco 2
MD - Moldavia 2
MR - Mauritania 2
NG - Nigeria 2
PR - Porto Rico 2
TT - Trinidad e Tobago 2
A2 - ???statistics.table.value.countryCode.A2??? 1
AL - Albania 1
AM - Armenia 1
BB - Barbados 1
BY - Bielorussia 1
DZ - Algeria 1
ET - Etiopia 1
GE - Georgia 1
JM - Giamaica 1
Totale 13.886
Città #
Milan 665
Chandler 543
Singapore 370
Ashburn 293
Beijing 214
Warsaw 210
Rome 202
Dublin 176
Jacksonville 160
Fairfield 115
Jakarta 115
Wilmington 115
Redwood City 105
Cattolica 95
Ann Arbor 90
Menlo Park 89
San Mateo 86
Nanjing 76
Boardman 74
Dearborn 72
Los Angeles 69
New York 68
Seoul 68
Chicago 63
Houston 63
Woodbridge 63
Helsinki 61
Boston 60
Seattle 58
Florence 53
Munich 53
Naples 53
Moscow 51
Kuala Lumpur 49
Hong Kong 48
Palermo 48
Kunming 44
Princeton 44
Turin 44
Hefei 42
Hangzhou 40
Brussels 39
Izmir 36
Lawrence 35
Nanchang 35
Frankfurt am Main 33
Catania 32
Cambridge 30
Ha Kwai Chung 30
Bologna 28
São Paulo 28
Taipei 28
Brescia 27
London 27
Bari 26
Genoa 26
Monza 26
Nuremberg 26
Padova 26
Paris 26
Mumbai 25
Redmond 25
Düsseldorf 23
Ankara 22
Kish 22
Lappeenranta 22
Sinop 22
Mountain View 21
Shenyang 21
Tokyo 21
Bremen 20
Central District 19
Guangzhou 19
Istanbul 19
Salt Lake City 19
Verona 19
Dallas 18
Taichung 18
Augusta 17
Central 17
The Dalles 17
Zurich 17
Andover 16
Changsha 16
Napoli 16
Norwalk 16
Torino 16
Buffalo 15
Cagliari 15
Salò 15
Thessaloniki 15
Nürnberg 14
Toronto 14
Vienna 14
Washington 14
Council Bluffs 13
Madrid 13
Mainz 13
Passos 13
Raleigh 13
Totale 6.275
Nome #
A frame effect in avatar customization: How users’ attitudes towards their avatars may change depending on virtual context 863
Tecnologie Emotive. Nuovi Media per migliorare la qualità della vita e ridurre lo stress 797
Coding with me: exploring the effect of coding intervention on preschoolers’ cognitive skills 534
La personalità online. Tracce digitali dell'identità 424
Psychomotor interventions to promote wellbeing in prescholar age: A narrative review 416
Where are You Watching? Patterns of Visual Exploration in the Ultimatum Game 387
Enhancing psychological wellbeing of women approaching the childbirth: A controlled study with a mobile application 330
The Role of Spirituality and Religiosity in Subjective Well-Being of Individuals With Different Religious Status 297
COVID Feel Good—An Easy Self-Help Virtual Reality Protocol to Overcome the Psychological Burden of Coronavirus 291
Il viaggio di Cubetto 280
Editorial: Positive Technology: Designing E-experiences for Positive Change 278
Positive technology for emotion regulation: a virtual self-help intervention 237
Affective Interactions Using Virtual Reality: The Link between Presence and Emotions 227
Religiosità, spiritualità e benessere in età anziana. 226
Promuovere il benessere a scuola attraverso un Laboratorio di Educazione alla Teatralità. Un’esperienza alla scuola primaria e una sua preliminare valutazione. 179
La dimensione religiosa e l’adattamento alla pandemia: un confronto preliminare tra credenti, atei e agnostici 176
Mobile well-being in pregnancy: suggestions from a quasi-experimental controlled study 173
Immersive virtual reality in K‐12 and higher education: A 10‐year systematic review of empirical research 171
Self-help stress management training through mobile phones: An experience with oncology nurses. 169
Savoring Life During The Pandemic: An online intervention to promote well-being in emerging adults 167
Am I my avatar? A tool to investigate virtual body image representation in adolescence 166
Positive Technology: The use of Technology for Improving and Sustaining Personal Change 166
Measurement of creativity 164
Does a meditation protocol supported by a mobile application help people reduce stress? Suggestions from a controlled pragmatic trial 161
Students' acceptance of tablet PCs in Italian high schools: Profiles and differences 147
Videogames for Emotion Regulation: A Systematic Review 145
Tecnologie positive per il benessere: proposte di intervento 143
Moral positioning in video games and its relation with dispositional traits: The emergence of a social dimension 142
Coding and childhood between play and learning: Research on the impact of coding in the learning of 4-year-olds 140
Is your phone so smart to affect your state? An exploratory study based on psychophysiological measures 140
May I experience more presence in doing the same thing in virtual reality than in reality? An answer from a simulated job interview 127
User experience of BenEssere Mamma, a pregnancy app for women wellbeing 125
I punti di forza del carattere: le leve della personalità per il benessere psicologico 121
Measurement of creativity 121
Assessing the emotional state of job applicants through a virtual reality simulation: A psycho-physiological study 117
Emerging Adults' Expectations about the Next Generation of Robots: Exploring Robotic Needs through a Latent Profile Analysis 117
The effects of a mobile stress management protocol on nurses working with cancer patients: a preliminary controlled study 116
Enhancing self-efficacy through a blended training: A pilot study with basketball players 116
Visual exploration patterns of human figures in action: an eye tracker study with art paintings 116
Positive and Transformative Technologies for Active Ageing 116
An e-health protocol to help elderly breast cancer patients to cope with chemotherapy: Preliminary results 114
Promoting Wellbeing in Pregnancy: A Multi-component Positive Psychology and Mindfulness-Based Mobile App 114
What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases 111
Machines like Us and People like You: Toward Human-Robot Shared Experience 109
Promoting Emotional and Psychological Well-Being During COVID-19 Pandemic: A Self-Help Virtual Reality Intervention for University Students 108
Knowledge, Concerns, and Behaviors of Individuals During the First Week of the Coronavirus Disease 2019 Pandemic in Italy 108
The use of immersive 360° videos for foreign language learning: a study on usage and efficacy among high-school students 107
Toward a validation of cyber-interventions for stress disorders based on stress inoculation training: a systematic review 106
Integrating Technology in Positive Psychology Practice 98
Lo sguardo equo: pattern di esplorazione visiva nell'Ultimatum Game. 97
Video games as learning tools at school: parents’ attitude 95
Does Interactive Media Enhance the Management of Stress? Suggestions from a Controlled Study 94
L'accettazione del tablet a scuola: uno studio in un gruppo di docenti della scuola secondaria di secondo grado. 94
Changing Avatars, Changing Selves? the Influence of Social and Contextual Expectations on Digital Rendition of Identity 92
Can Videogames Be Used to Promote Emotional Intelligence in Teenagers? Results from EmotivaMente, a School Program 92
Computational Psychometrics in Communication and Implications in Decision Making 91
Exploration of virtual body-representation in adolescence: the role of age and sex in avatar customization 90
The e-SaVoR Project: Savoring and Virtual Reality to Enhance Emerging Adults' Well-Being 89
Predictors of Health-Related Quality of Life and Adjustment to Prostate Cancer During Active Surveillance 88
Adolescents' Beliefs About Peers' Engagement in an Online Self-Harm Challenge: Exploring the Role of Individual Characteristics Through a Latent Class Analysis 88
Presence-Inducing Media for Mental Health Applications 87
An Emerging Model of Pregnancy Care: The Introdution of New Technologies in Maternal Wellbeing 87
Individual Differences in Cognitive Emotion Regulation: Implications for Subjective and Psychological Well-Being 84
Religiosità e benessere: le indicazioni della ricerca psicologica 84
Prevalence and health correlates of Online Fatigue: A cross-sectional study on the Italian academic community during the COVID-19 pandemic 84
The Potential of eXtended Reality in Education: The Metaversity Project 83
What are you sexting? Parental practices, sexting attitudes and behaviors among Italian adolescents 82
Factors Affecting Students' Acceptance of Tablet PCs: A Study in Italian High Schools 81
Unconscious goal pursuit primes attitudes towards technology usage: A virtual reality experiment 79
Measuring Dispositional Flow: Validity and reliability of the Dispositional Flow State Scale 2, Italian version 75
Patient's choice of observational strategy for early-stage prostate cancer 74
Gratitude and Social Media: A Pilot Experiment on the Benefits of Exposure to Others’ Grateful Interactions on Facebook 74
No Man Is a Monkey Island: Individual Characteristics Associated with Gamers’ Preferences for Single or Multiplayer Games 73
Parental Attitudes toward Videogames at School 72
The role of perceived social support on the pregnant women’s mental health during the Covid-19 pandemic 72
Promoting emotional well-being in older breast cancer patients: Results from an eHealth intervention 71
The Role of Personal Values in Gambling: A Preliminary Study with Italian Adolescents 71
Document Ageing positively with digital games 70
Exploring students’ acceptance and continuance intention in using immersive virtual reality and metaverse integrated learning environments: The case of an Italian university course 66
Positive Technology for Helping People Cope with Stress 65
Psychological Dimensions Supporting Physical Activity during the COVID-19 Lockdown 65
Learning in the Metaverse: Are University Students Willing to Learn in Immersive Virtual Reality? 64
Engaging Elderly Breast Cancer Patients: The Potential of eHealth Interventions 62
The Utrecht-Management of Identity Commitments Scale (U-MICS): Psychometric Properties of Its Adaptation to the Religious Domain of Identity 62
Donne e ormoni, gioie e dolori. 61
Self-transcendent dispositions and spirituality: the mediating role of believing in a benevolent world 60
Positive Technology for Healthy Living and Active Ageing 59
Personal Values and Substance Use in Adolescence and Young Adulthood: Risk or Protective Factors? 58
Coping with Stress and Anxiety: the Role of Presence in Technology Mediated Environments 57
Promoting Emotional and Psychological Well-being of Patients with Chronic Obstructive Pulmonary Disease: A Feasibility Study Combining Virtual Reality and Savoring 56
Psicologia della religione e della spiritualità. Aspetti teorici e applicativi 54
Behind a Digital Mask: Users' Subjective Experience of Animated Characters and Its Effect on Source Credibility 53
Harnessing Immersive Virtual Reality: A Comprehensive Scoping Review of its Applications in Assessing, Understanding, and Treating Eating Disorders 51
Correction to: Harnessing Immersive Virtual Reality: A Comprehensive Scoping Review of its Applications in Assessing, Understanding, and Treating Eating Disorders 51
the stability of individual well-being in short windows of time: Women's perceptions across the ovulatory cycle 50
Engaging Elderly Breast Cancer Patients Through an e-health Intervention: A Case Series Study 49
OVeRcomING COPD: Virtual Reality and Savoring to Promote the Well-Being of Patients with Chronic Obstructive Pulmonary Disease 47
Investigating Photo Investment in adolescence and young adulthood 47
Virtual Reality Social Platforms for Online Synchronous Learning in Higher Education: A Mixed-methods Explorative Research 43
A preliminary investigation about the relationship between well-being and fertility status in different menstrual cycle phases 41
Totale 13.937
Categoria #
all - tutte 46.984
article - articoli 0
book - libri 0
conference - conferenze 0
curatela - curatele 0
other - altro 0
patent - brevetti 0
selected - selezionate 0
volume - volumi 0
Totale 46.984


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2019/202079 0 0 0 0 0 0 0 0 0 0 0 79
2020/20211.470 58 83 36 105 159 96 94 85 113 138 287 216
2021/20221.627 188 86 77 110 87 127 110 169 142 98 247 186
2022/20232.590 247 233 194 290 211 247 141 232 335 153 198 109
2023/20242.487 173 350 181 193 154 234 259 192 145 210 204 192
2024/20253.140 123 110 305 189 294 204 172 190 427 526 560 40
Totale 14.245