Villani, Daniela
 Distribuzione geografica
Continente #
EU - Europa 5.378
NA - Nord America 3.509
AS - Asia 1.446
SA - Sud America 74
OC - Oceania 39
AF - Africa 30
Continente sconosciuto - Info sul continente non disponibili 8
Totale 10.484
Nazione #
US - Stati Uniti d'America 3.333
IT - Italia 2.556
DE - Germania 656
CN - Cina 589
SE - Svezia 564
FR - Francia 301
PL - Polonia 218
UA - Ucraina 204
GB - Regno Unito 194
IE - Irlanda 192
CA - Canada 165
TR - Turchia 130
HK - Hong Kong 116
FI - Finlandia 103
KR - Corea 87
IN - India 83
SG - Singapore 75
MY - Malesia 68
JP - Giappone 64
CH - Svizzera 61
ES - Italia 52
TW - Taiwan 52
NL - Olanda 49
BE - Belgio 47
BR - Brasile 42
IR - Iran 41
AU - Australia 37
PH - Filippine 35
NO - Norvegia 33
GR - Grecia 26
UZ - Uzbekistan 22
RU - Federazione Russa 21
AT - Austria 19
LT - Lituania 17
IL - Israele 16
CZ - Repubblica Ceca 15
CO - Colombia 13
ID - Indonesia 13
ZA - Sudafrica 13
CI - Costa d'Avorio 12
PT - Portogallo 10
HR - Croazia 9
PK - Pakistan 9
RO - Romania 8
VN - Vietnam 8
TH - Thailandia 7
CL - Cile 6
HU - Ungheria 6
KZ - Kazakistan 6
PE - Perù 6
AR - Argentina 5
BD - Bangladesh 5
DK - Danimarca 5
EU - Europa 5
MX - Messico 5
QA - Qatar 4
SI - Slovenia 4
MO - Macao, regione amministrativa speciale della Cina 3
PS - Palestinian Territory 3
SA - Arabia Saudita 3
A1 - Anonimo 2
EC - Ecuador 2
EG - Egitto 2
KH - Cambogia 2
KW - Kuwait 2
LU - Lussemburgo 2
MD - Moldavia 2
MR - Mauritania 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
BA - Bosnia-Erzegovina 1
BG - Bulgaria 1
EE - Estonia 1
IQ - Iraq 1
NG - Nigeria 1
Totale 10.484
Città #
Chandler 543
Milan 446
Ashburn 256
Beijing 207
Warsaw 206
Dublin 161
Jacksonville 160
Rome 139
Fairfield 115
Wilmington 113
Redwood City 105
Cattolica 95
Ann Arbor 90
Menlo Park 89
San Mateo 86
Nanjing 76
Dearborn 72
Houston 63
Woodbridge 63
New York 60
Boston 59
Seattle 54
Munich 52
Boardman 51
Kuala Lumpur 46
Helsinki 45
Princeton 44
Kunming 42
Palermo 41
Hangzhou 40
Florence 37
Naples 36
Hong Kong 35
Lawrence 35
Nanchang 35
Seoul 35
Izmir 33
Brussels 32
Singapore 32
Catania 31
Cambridge 30
Ha Kwai Chung 30
Turin 28
Monza 25
Redmond 25
Padova 24
Genoa 23
Kish 22
Sinop 22
Brescia 21
Mountain View 21
Shenyang 21
Bremen 20
Central District 19
Chicago 18
Lappeenranta 18
Mumbai 18
Augusta 17
Central 17
London 17
Paris 17
Taichung 17
Taipei 17
Andover 16
Dallas 16
Napoli 16
Norwalk 16
Tokyo 16
Torino 16
Verona 16
Bologna 15
Changsha 15
Salò 15
Nürnberg 14
Washington 14
Zurich 14
Hefei 13
Mainz 13
Raleigh 13
Vilnius 13
Abidjan 12
Busto Arsizio 12
Los Angeles 12
Madrid 12
Toronto 12
Bari 11
Dalmine 11
East Lansing 11
Ghent 11
Guangzhou 11
Marseille 11
Seodaemun-gu 11
Urbino 11
Wuhan 11
Bergen 10
Burnaby 10
Elmhurst 10
Hebei 10
Oristano 10
Thessaloniki 10
Totale 4.917
Nome #
A frame effect in avatar customization: How users’ attitudes towards their avatars may change depending on virtual context 723
Tecnologie Emotive. Nuovi Media per migliorare la qualità della vita e ridurre lo stress 700
Where are You Watching? Patterns of Visual Exploration in the Ultimatum Game 375
La personalità online. Tracce digitali dell'identità 353
Psychomotor interventions to promote wellbeing in prescholar age: A narrative review 350
Coding with me: exploring the effect of coding intervention on preschoolers’ cognitive skills 295
Enhancing psychological wellbeing of women approaching the childbirth: A controlled study with a mobile application 270
Editorial: Positive Technology: Designing E-experiences for Positive Change 268
COVID Feel Good—An Easy Self-Help Virtual Reality Protocol to Overcome the Psychological Burden of Coronavirus 258
The Role of Spirituality and Religiosity in Subjective Well-Being of Individuals With Different Religious Status 247
Il viaggio di Cubetto 212
Affective Interactions Using Virtual Reality: The Link between Presence and Emotions 202
Religiosità, spiritualità e benessere in età anziana. 179
Mobile well-being in pregnancy: suggestions from a quasi-experimental controlled study 159
La dimensione religiosa e l’adattamento alla pandemia: un confronto preliminare tra credenti, atei e agnostici 156
Measurement of creativity 154
Promuovere il benessere a scuola attraverso un Laboratorio di Educazione alla Teatralità. Un’esperienza alla scuola primaria e una sua preliminare valutazione. 151
Self-help stress management training through mobile phones: An experience with oncology nurses. 149
Am I my avatar? A tool to investigate virtual body image representation in adolescence 145
Positive Technology: The use of Technology for Improving and Sustaining Personal Change 139
Moral positioning in video games and its relation with dispositional traits: The emergence of a social dimension 128
Does a meditation protocol supported by a mobile application help people reduce stress? Suggestions from a controlled pragmatic trial 127
Is your phone so smart to affect your state? An exploratory study based on psychophysiological measures 126
Tecnologie positive per il benessere: proposte di intervento 122
Immersive virtual reality in K‐12 and higher education: A 10‐year systematic review of empirical research 120
Students' acceptance of tablet PCs in Italian high schools: Profiles and differences 119
User experience of BenEssere Mamma, a pregnancy app for women wellbeing 114
May I experience more presence in doing the same thing in virtual reality than in reality? An answer from a simulated job interview 112
Measurement of creativity 111
Videogames for Emotion Regulation: A Systematic Review 109
Positive and Transformative Technologies for Active Ageing 108
Enhancing self-efficacy through a blended training: A pilot study with basketball players 103
Positive technology for emotion regulation: a virtual self-help intervention 101
An e-health protocol to help elderly breast cancer patients to cope with chemotherapy: Preliminary results 101
Coding and childhood between play and learning: Research on the impact of coding in the learning of 4-year-olds 100
What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases 98
The effects of a mobile stress management protocol on nurses working with cancer patients: a preliminary controlled study 95
Visual exploration patterns of human figures in action: an eye tracker study with art paintings 95
Assessing the emotional state of job applicants through a virtual reality simulation: A psycho-physiological study 95
Toward a validation of cyber-interventions for stress disorders based on stress inoculation training: a systematic review 94
Lo sguardo equo: pattern di esplorazione visiva nell'Ultimatum Game. 88
Does Interactive Media Enhance the Management of Stress? Suggestions from a Controlled Study 86
Promoting Wellbeing in Pregnancy: A Multi-component Positive Psychology and Mindfulness-Based Mobile App 84
Emerging Adults' Expectations about the Next Generation of Robots: Exploring Robotic Needs through a Latent Profile Analysis 83
Can Videogames Be Used to Promote Emotional Intelligence in Teenagers? Results from EmotivaMente, a School Program 82
Computational Psychometrics in Communication and Implications in Decision Making 81
The use of immersive 360° videos for foreign language learning: a study on usage and efficacy among high-school students 81
L'accettazione del tablet a scuola: uno studio in un gruppo di docenti della scuola secondaria di secondo grado. 80
Video games as learning tools at school: parents’ attitude 80
Machines like Us and People like You: Toward Human-Robot Shared Experience 80
Presence-Inducing Media for Mental Health Applications 77
Adolescents' Beliefs About Peers' Engagement in an Online Self-Harm Challenge: Exploring the Role of Individual Characteristics Through a Latent Class Analysis 76
Knowledge, Concerns, and Behaviors of Individuals During the First Week of the Coronavirus Disease 2019 Pandemic in Italy 76
Predictors of Health-Related Quality of Life and Adjustment to Prostate Cancer During Active Surveillance 75
Changing Avatars, Changing Selves? the Influence of Social and Contextual Expectations on Digital Rendition of Identity 75
Integrating Technology in Positive Psychology Practice 75
Religiosità e benessere: le indicazioni della ricerca psicologica 74
The e-SaVoR Project: Savoring and Virtual Reality to Enhance Emerging Adults' Well-Being 74
An Emerging Model of Pregnancy Care: The Introdution of New Technologies in Maternal Wellbeing 72
Factors Affecting Students' Acceptance of Tablet PCs: A Study in Italian High Schools 70
Exploration of virtual body-representation in adolescence: the role of age and sex in avatar customization 69
Measuring Dispositional Flow: Validity and reliability of the Dispositional Flow State Scale 2, Italian version 69
Promoting Emotional and Psychological Well-Being During COVID-19 Pandemic: A Self-Help Virtual Reality Intervention for University Students 66
Unconscious goal pursuit primes attitudes towards technology usage: A virtual reality experiment 66
Prevalence and health correlates of Online Fatigue: A cross-sectional study on the Italian academic community during the COVID-19 pandemic 65
No Man Is a Monkey Island: Individual Characteristics Associated with Gamers’ Preferences for Single or Multiplayer Games 63
Promoting emotional well-being in older breast cancer patients: Results from an eHealth intervention 62
What are you sexting? Parental practices, sexting attitudes and behaviors among Italian adolescents 62
Document Ageing positively with digital games 61
Patient's choice of observational strategy for early-stage prostate cancer 60
The Role of Personal Values in Gambling: A Preliminary Study with Italian Adolescents 56
Individual Differences in Cognitive Emotion Regulation: Implications for Subjective and Psychological Well-Being 54
Engaging Elderly Breast Cancer Patients: The Potential of eHealth Interventions 53
Parental Attitudes toward Videogames at School 53
Gratitude and Social Media: A Pilot Experiment on the Benefits of Exposure to Others’ Grateful Interactions on Facebook 53
The role of perceived social support on the pregnant women’s mental health during the Covid-19 pandemic 53
Coping with Stress and Anxiety: the Role of Presence in Technology Mediated Environments 52
The Utrecht-Management of Identity Commitments Scale (U-MICS): Psychometric Properties of Its Adaptation to the Religious Domain of Identity 51
Positive Technology for Helping People Cope with Stress 50
Psychological Dimensions Supporting Physical Activity during the COVID-19 Lockdown 49
the stability of individual well-being in short windows of time: Women's perceptions across the ovulatory cycle 45
Engaging Elderly Breast Cancer Patients Through an e-health Intervention: A Case Series Study 44
Positive Technology for Healthy Living and Active Ageing 43
Self-transcendent dispositions and spirituality: the mediating role of believing in a benevolent world 39
Donne e ormoni, gioie e dolori. 37
A preliminary investigation about the relationship between well-being and fertility status in different menstrual cycle phases 34
Personal Values and Substance Use in Adolescence and Young Adulthood: Risk or Protective Factors? 32
Behind a Digital Mask: Users' Subjective Experience of Animated Characters and Its Effect on Source Credibility 25
OVeRcomING COPD: Virtual Reality and Savoring to Promote the Well-Being of Patients with Chronic Obstructive Pulmonary Disease 23
I punti di forza del carattere: le leve della personalità per il benessere psicologico 18
Learning in the Metaverse: Are University Students Willing to Learn in Immersive Virtual Reality? 17
The contribution of meaning making and religiosity to individuals’ psychological wellbeing during the COVID-19 pandemic: Prosocial orientation matters 13
Virtual Reality Social Platforms for Online Synchronous Learning in Higher Education: A Mixed-methods Explorative Research 8
Exploring students’ acceptance and continuance intention in using immersive virtual reality and metaverse integrated learning environments: The case of an Italian university course 8
Riflessività e soddisfazione accademica negli studenti universitari 7
Promoting Positive Emotions in Older Adults: A Self-help Relational Savoring e-Intervention 5
Cronotipo, autoefficacia, resilienza e motivazione al cambiamento a supporto dell’attività fisica durante l’emergenza sanitaria COVID-19 3
Toward a Humane Metaverse: Challenges and Opportunities 3
Savoring Life During The Pandemic: An online intervention to promote well-being in emerging adults 2
Psicologia della religione e della spiritualità. Aspetti teorici e applicativi 2
Totale 10.807
Categoria #
all - tutte 29.460
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 29.460


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2018/2019110 0 0 0 0 0 0 0 0 0 0 77 33
2019/20201.357 137 225 85 122 106 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
2023/20242.193 173 350 181 193 154 234 259 192 145 210 102 0
Totale 10.811