Villani, Daniela
 Distribuzione geografica
Continente #
EU - Europa 5.893
NA - Nord America 3.634
AS - Asia 2.036
SA - Sud America 85
OC - Oceania 41
AF - Africa 35
Continente sconosciuto - Info sul continente non disponibili 8
Totale 11.732
Nazione #
US - Stati Uniti d'America 3.447
IT - Italia 2.865
DE - Germania 684
CN - Cina 659
SE - Svezia 565
SG - Singapore 388
FR - Francia 339
GB - Regno Unito 220
PL - Polonia 218
UA - Ucraina 204
IE - Irlanda 196
CA - Canada 176
TR - Turchia 157
HK - Hong Kong 130
ID - Indonesia 121
FI - Finlandia 107
KR - Corea 106
IN - India 93
RU - Federazione Russa 74
MY - Malesia 72
JP - Giappone 69
ES - Italia 64
CH - Svizzera 63
NL - Olanda 60
TW - Taiwan 58
BE - Belgio 56
BR - Brasile 50
IR - Iran 41
AU - Australia 39
PH - Filippine 36
NO - Norvegia 33
GR - Grecia 26
AT - Austria 23
UZ - Uzbekistan 22
LT - Lituania 18
CZ - Repubblica Ceca 17
IL - Israele 16
CO - Colombia 13
ZA - Sudafrica 13
CI - Costa d'Avorio 12
HR - Croazia 10
PT - Portogallo 10
TH - Thailandia 10
VN - Vietnam 10
PK - Pakistan 9
RO - Romania 8
SI - Slovenia 8
CL - Cile 6
DK - Danimarca 6
HU - Ungheria 6
KZ - Kazakistan 6
PE - Perù 6
SA - Arabia Saudita 6
AR - Argentina 5
BD - Bangladesh 5
EG - Egitto 5
EU - Europa 5
MX - Messico 5
EC - Ecuador 4
MO - Macao, regione amministrativa speciale della Cina 4
QA - Qatar 4
BA - Bosnia-Erzegovina 3
PS - Palestinian Territory 3
VA - Santa Sede (Città del Vaticano) 3
A1 - Anonimo 2
JO - Giordania 2
KH - Cambogia 2
KW - Kuwait 2
LU - Lussemburgo 2
MD - Moldavia 2
MR - Mauritania 2
NG - Nigeria 2
NZ - Nuova Zelanda 2
OM - Oman 2
PA - Panama 2
PR - Porto Rico 2
TT - Trinidad e Tobago 2
A2 - ???statistics.table.value.countryCode.A2??? 1
AL - Albania 1
AZ - Azerbaigian 1
BG - Bulgaria 1
EE - Estonia 1
IQ - Iraq 1
KG - Kirghizistan 1
SZ - Regno dello Swaziland 1
UY - Uruguay 1
Totale 11.732
Città #
Chandler 543
Milan 528
Ashburn 270
Singapore 266
Beijing 212
Warsaw 206
Rome 174
Dublin 165
Jacksonville 160
Fairfield 115
Wilmington 113
Jakarta 112
Redwood City 105
Cattolica 95
Ann Arbor 90
Menlo Park 89
San Mateo 86
Nanjing 76
Boardman 74
Dearborn 72
Houston 63
Woodbridge 63
Boston 60
New York 60
Seattle 54
Munich 52
Moscow 50
Helsinki 48
Kuala Lumpur 48
Princeton 44
Hong Kong 43
Kunming 42
Naples 42
Florence 41
Palermo 41
Hangzhou 40
Seoul 40
Turin 38
Brussels 37
Lawrence 35
Nanchang 35
Izmir 33
Catania 31
Cambridge 30
Ha Kwai Chung 30
Los Angeles 30
Monza 26
Redmond 25
Genoa 24
London 24
Padova 24
Bari 22
Bologna 22
Brescia 22
Kish 22
Mumbai 22
Paris 22
Sinop 22
Mountain View 21
Shenyang 21
Bremen 20
Taipei 20
Central District 19
Chicago 19
Lappeenranta 19
Augusta 17
Central 17
Taichung 17
Verona 17
Andover 16
Changsha 16
Dallas 16
Napoli 16
Norwalk 16
Tokyo 16
Torino 16
Istanbul 15
Salò 15
Ankara 14
Nürnberg 14
Washington 14
Zurich 14
Hefei 13
Madrid 13
Mainz 13
Passos 13
Raleigh 13
Toronto 13
Vilnius 13
Abidjan 12
Busto Arsizio 12
Guangzhou 12
Wuhan 12
Dalmine 11
East Lansing 11
Ghent 11
Legnano 11
Marseille 11
Parma 11
Seodaemun-gu 11
Totale 5.579
Nome #
A frame effect in avatar customization: How users’ attitudes towards their avatars may change depending on virtual context 813
Tecnologie Emotive. Nuovi Media per migliorare la qualità della vita e ridurre lo stress 739
La personalità online. Tracce digitali dell'identità 400
Coding with me: exploring the effect of coding intervention on preschoolers’ cognitive skills 398
Where are You Watching? Patterns of Visual Exploration in the Ultimatum Game 380
Psychomotor interventions to promote wellbeing in prescholar age: A narrative review 377
Enhancing psychological wellbeing of women approaching the childbirth: A controlled study with a mobile application 285
Editorial: Positive Technology: Designing E-experiences for Positive Change 270
COVID Feel Good—An Easy Self-Help Virtual Reality Protocol to Overcome the Psychological Burden of Coronavirus 269
The Role of Spirituality and Religiosity in Subjective Well-Being of Individuals With Different Religious Status 254
Il viaggio di Cubetto 237
Affective Interactions Using Virtual Reality: The Link between Presence and Emotions 207
Religiosità, spiritualità e benessere in età anziana. 206
Mobile well-being in pregnancy: suggestions from a quasi-experimental controlled study 166
La dimensione religiosa e l’adattamento alla pandemia: un confronto preliminare tra credenti, atei e agnostici 163
Promuovere il benessere a scuola attraverso un Laboratorio di Educazione alla Teatralità. Un’esperienza alla scuola primaria e una sua preliminare valutazione. 159
Measurement of creativity 158
Am I my avatar? A tool to investigate virtual body image representation in adolescence 152
Self-help stress management training through mobile phones: An experience with oncology nurses. 152
Positive Technology: The use of Technology for Improving and Sustaining Personal Change 151
Positive technology for emotion regulation: a virtual self-help intervention 144
Immersive virtual reality in K‐12 and higher education: A 10‐year systematic review of empirical research 141
Does a meditation protocol supported by a mobile application help people reduce stress? Suggestions from a controlled pragmatic trial 138
Tecnologie positive per il benessere: proposte di intervento 136
Moral positioning in video games and its relation with dispositional traits: The emergence of a social dimension 134
Is your phone so smart to affect your state? An exploratory study based on psychophysiological measures 132
Students' acceptance of tablet PCs in Italian high schools: Profiles and differences 131
Videogames for Emotion Regulation: A Systematic Review 127
User experience of BenEssere Mamma, a pregnancy app for women wellbeing 120
May I experience more presence in doing the same thing in virtual reality than in reality? An answer from a simulated job interview 118
Measurement of creativity 116
Coding and childhood between play and learning: Research on the impact of coding in the learning of 4-year-olds 114
Positive and Transformative Technologies for Active Ageing 113
Enhancing self-efficacy through a blended training: A pilot study with basketball players 111
An e-health protocol to help elderly breast cancer patients to cope with chemotherapy: Preliminary results 106
Assessing the emotional state of job applicants through a virtual reality simulation: A psycho-physiological study 105
What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases 103
The effects of a mobile stress management protocol on nurses working with cancer patients: a preliminary controlled study 100
Visual exploration patterns of human figures in action: an eye tracker study with art paintings 100
Toward a validation of cyber-interventions for stress disorders based on stress inoculation training: a systematic review 99
Promoting Wellbeing in Pregnancy: A Multi-component Positive Psychology and Mindfulness-Based Mobile App 99
Machines like Us and People like You: Toward Human-Robot Shared Experience 93
Emerging Adults' Expectations about the Next Generation of Robots: Exploring Robotic Needs through a Latent Profile Analysis 93
Lo sguardo equo: pattern di esplorazione visiva nell'Ultimatum Game. 90
Does Interactive Media Enhance the Management of Stress? Suggestions from a Controlled Study 89
L'accettazione del tablet a scuola: uno studio in un gruppo di docenti della scuola secondaria di secondo grado. 88
Can Videogames Be Used to Promote Emotional Intelligence in Teenagers? Results from EmotivaMente, a School Program 88
Integrating Technology in Positive Psychology Practice 88
The use of immersive 360° videos for foreign language learning: a study on usage and efficacy among high-school students 88
Changing Avatars, Changing Selves? the Influence of Social and Contextual Expectations on Digital Rendition of Identity 86
Knowledge, Concerns, and Behaviors of Individuals During the First Week of the Coronavirus Disease 2019 Pandemic in Italy 86
Computational Psychometrics in Communication and Implications in Decision Making 85
Video games as learning tools at school: parents’ attitude 85
Promoting Emotional and Psychological Well-Being During COVID-19 Pandemic: A Self-Help Virtual Reality Intervention for University Students 82
Presence-Inducing Media for Mental Health Applications 82
Adolescents' Beliefs About Peers' Engagement in an Online Self-Harm Challenge: Exploring the Role of Individual Characteristics Through a Latent Class Analysis 81
Predictors of Health-Related Quality of Life and Adjustment to Prostate Cancer During Active Surveillance 80
Exploration of virtual body-representation in adolescence: the role of age and sex in avatar customization 79
Religiosità e benessere: le indicazioni della ricerca psicologica 79
The e-SaVoR Project: Savoring and Virtual Reality to Enhance Emerging Adults' Well-Being 79
I punti di forza del carattere: le leve della personalità per il benessere psicologico 78
An Emerging Model of Pregnancy Care: The Introdution of New Technologies in Maternal Wellbeing 77
Factors Affecting Students' Acceptance of Tablet PCs: A Study in Italian High Schools 76
Measuring Dispositional Flow: Validity and reliability of the Dispositional Flow State Scale 2, Italian version 71
What are you sexting? Parental practices, sexting attitudes and behaviors among Italian adolescents 71
Unconscious goal pursuit primes attitudes towards technology usage: A virtual reality experiment 70
No Man Is a Monkey Island: Individual Characteristics Associated with Gamers’ Preferences for Single or Multiplayer Games 69
Prevalence and health correlates of Online Fatigue: A cross-sectional study on the Italian academic community during the COVID-19 pandemic 69
Document Ageing positively with digital games 66
Promoting emotional well-being in older breast cancer patients: Results from an eHealth intervention 66
Patient's choice of observational strategy for early-stage prostate cancer 64
Individual Differences in Cognitive Emotion Regulation: Implications for Subjective and Psychological Well-Being 64
Parental Attitudes toward Videogames at School 63
The Role of Personal Values in Gambling: A Preliminary Study with Italian Adolescents 61
The role of perceived social support on the pregnant women’s mental health during the Covid-19 pandemic 61
Engaging Elderly Breast Cancer Patients: The Potential of eHealth Interventions 59
Gratitude and Social Media: A Pilot Experiment on the Benefits of Exposure to Others’ Grateful Interactions on Facebook 58
The Utrecht-Management of Identity Commitments Scale (U-MICS): Psychometric Properties of Its Adaptation to the Religious Domain of Identity 56
Positive Technology for Helping People Cope with Stress 55
Coping with Stress and Anxiety: the Role of Presence in Technology Mediated Environments 55
Psychological Dimensions Supporting Physical Activity during the COVID-19 Lockdown 54
Positive Technology for Healthy Living and Active Ageing 48
the stability of individual well-being in short windows of time: Women's perceptions across the ovulatory cycle 48
Donne e ormoni, gioie e dolori. 48
Self-transcendent dispositions and spirituality: the mediating role of believing in a benevolent world 46
Engaging Elderly Breast Cancer Patients Through an e-health Intervention: A Case Series Study 46
Personal Values and Substance Use in Adolescence and Young Adulthood: Risk or Protective Factors? 38
A preliminary investigation about the relationship between well-being and fertility status in different menstrual cycle phases 38
Learning in the Metaverse: Are University Students Willing to Learn in Immersive Virtual Reality? 35
Behind a Digital Mask: Users' Subjective Experience of Animated Characters and Its Effect on Source Credibility 35
OVeRcomING COPD: Virtual Reality and Savoring to Promote the Well-Being of Patients with Chronic Obstructive Pulmonary Disease 30
Exploring students’ acceptance and continuance intention in using immersive virtual reality and metaverse integrated learning environments: The case of an Italian university course 28
The contribution of meaning making and religiosity to individuals’ psychological wellbeing during the COVID-19 pandemic: Prosocial orientation matters 25
Promoting Emotional and Psychological Well-being of Patients with Chronic Obstructive Pulmonary Disease: A Feasibility Study Combining Virtual Reality and Savoring 21
Investigating Photo Investment in adolescence and young adulthood 20
Harnessing Immersive Virtual Reality: A Comprehensive Scoping Review of its Applications in Assessing, Understanding, and Treating Eating Disorders 19
Psicologia della religione e della spiritualità. Aspetti teorici e applicativi 17
Promoting Positive Emotions in Older Adults: A Self-help Relational Savoring e-Intervention 17
Virtual Reality Social Platforms for Online Synchronous Learning in Higher Education: A Mixed-methods Explorative Research 15
Toward a Humane Metaverse: Challenges and Opportunities 15
Totale 11.996
Categoria #
all - tutte 38.126
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 38.126


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2019/2020788 0 0 0 0 106 83 127 76 121 79 117 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
2024/2025966 123 110 305 189 239 0 0 0 0 0 0 0
Totale 12.071