Villani, Daniela
 Distribuzione geografica
Continente #
EU - Europa 8.428
NA - Nord America 6.330
AS - Asia 5.290
SA - Sud America 1.018
AF - Africa 145
OC - Oceania 82
Continente sconosciuto - Info sul continente non disponibili 8
Totale 21.301
Nazione #
US - Stati Uniti d'America 5.953
IT - Italia 4.206
SG - Singapore 1.886
CN - Cina 1.199
DE - Germania 846
FR - Francia 781
BR - Brasile 777
SE - Svezia 606
VN - Vietnam 388
GB - Regno Unito 348
CA - Canada 285
PL - Polonia 256
HK - Hong Kong 251
TR - Turchia 222
UA - Ucraina 217
IE - Irlanda 216
IN - India 187
ID - Indonesia 172
KR - Corea 170
FI - Finlandia 153
JP - Giappone 143
NL - Olanda 142
BD - Bangladesh 139
RU - Federazione Russa 104
AR - Argentina 100
ES - Italia 98
MY - Malesia 84
CH - Svizzera 83
AU - Australia 76
TW - Taiwan 75
PH - Filippine 65
BE - Belgio 63
ZA - Sudafrica 53
AT - Austria 45
MX - Messico 45
IR - Iran 43
EC - Ecuador 41
IQ - Iraq 41
GR - Grecia 40
NO - Norvegia 38
LT - Lituania 33
PK - Pakistan 32
SA - Arabia Saudita 30
UZ - Uzbekistan 30
CO - Colombia 27
CZ - Repubblica Ceca 23
PT - Portogallo 22
IL - Israele 21
RO - Romania 18
VE - Venezuela 18
KE - Kenya 17
CL - Cile 16
PE - Perù 16
TH - Thailandia 16
CI - Costa d'Avorio 14
HU - Ungheria 14
JO - Giordania 14
EG - Egitto 13
HR - Croazia 13
MA - Marocco 13
OM - Oman 13
TN - Tunisia 13
DK - Danimarca 11
JM - Giamaica 11
KZ - Kazakistan 11
PY - Paraguay 10
SI - Slovenia 9
AE - Emirati Arabi Uniti 8
HN - Honduras 8
LV - Lettonia 8
UY - Uruguay 8
TT - Trinidad e Tobago 7
AZ - Azerbaigian 6
ET - Etiopia 6
NP - Nepal 6
PA - Panama 6
QA - Qatar 6
BA - Bosnia-Erzegovina 5
BG - Bulgaria 5
BO - Bolivia 5
EU - Europa 5
SK - Slovacchia (Repubblica Slovacca) 5
BY - Bielorussia 4
CY - Cipro 4
KW - Kuwait 4
MO - Macao, regione amministrativa speciale della Cina 4
NZ - Nuova Zelanda 4
PS - Palestinian Territory 4
AL - Albania 3
DO - Repubblica Dominicana 3
DZ - Algeria 3
GT - Guatemala 3
KG - Kirghizistan 3
KH - Cambogia 3
MD - Moldavia 3
NG - Nigeria 3
VA - Santa Sede (Città del Vaticano) 3
A1 - Anonimo 2
BH - Bahrain 2
BN - Brunei Darussalam 2
Totale 21.266
Città #
Singapore 931
Milan 843
Ashburn 563
Chandler 543
San Jose 517
Beijing 328
Rome 273
Warsaw 233
Dublin 185
Jacksonville 162
Los Angeles 148
New York 135
Hong Kong 128
Jakarta 125
Hefei 121
Ho Chi Minh City 121
Wilmington 116
Fairfield 115
Lauterbourg 106
Hanoi 105
Redwood City 105
Cattolica 95
Ann Arbor 92
Menlo Park 89
San Mateo 87
Boardman 85
Naples 83
Tokyo 83
Chicago 80
Nanjing 76
Helsinki 75
Council Bluffs 74
Houston 74
Munich 74
Seoul 74
Dearborn 72
Turin 72
Boston 67
Florence 66
Palermo 66
Seattle 65
Dallas 64
Frankfurt am Main 64
Woodbridge 63
São Paulo 62
Bari 55
Kuala Lumpur 55
Buffalo 54
Moscow 52
The Dalles 48
Brescia 47
Bologna 46
Kunming 45
Princeton 45
Hangzhou 44
Santa Clara 44
Paris 42
Brussels 40
Izmir 39
Toronto 39
Catania 38
Genoa 36
Lawrence 35
Nanchang 35
Nuremberg 35
Buenos Aires 33
London 33
Mumbai 33
Verona 33
Ankara 31
Monza 31
Cambridge 30
Ha Kwai Chung 30
Orem 30
Lappeenranta 29
Salt Lake City 28
Taipei 28
Guangzhou 26
Johannesburg 26
Kent 26
Padova 26
Atlanta 25
Montreal 25
Redmond 25
Rio de Janeiro 24
Brooklyn 23
Düsseldorf 23
Istanbul 23
Kish 22
Sinop 22
Washington 22
Amsterdam 21
Cagliari 21
Mountain View 21
Shenyang 21
Taichung 21
Venice 21
Bremen 20
Mexico City 20
Central District 19
Totale 9.471
Nome #
A frame effect in avatar customization: How users’ attitudes towards their avatars may change depending on virtual context 1.014
Tecnologie Emotive. Nuovi Media per migliorare la qualità della vita e ridurre lo stress 871
Coding with me: exploring the effect of coding intervention on preschoolers’ cognitive skills 720
La personalità online. Tracce digitali dell'identità 572
Psychomotor interventions to promote wellbeing in prescholar age: A narrative review 500
Enhancing psychological wellbeing of women approaching the childbirth: A controlled study with a mobile application 498
Where are You Watching? Patterns of Visual Exploration in the Ultimatum Game 425
The Potential of eXtended Reality in Education: The Metaversity Project 377
COVID Feel Good—An Easy Self-Help Virtual Reality Protocol to Overcome the Psychological Burden of Coronavirus 352
Positive technology for emotion regulation: a virtual self-help intervention 347
The Role of Spirituality and Religiosity in Subjective Well-Being of Individuals With Different Religious Status 345
Il viaggio di Cubetto 328
Emozioni positive e savoring nello sport 317
Editorial: Positive Technology: Designing E-experiences for Positive Change 315
Affective Interactions Using Virtual Reality: The Link between Presence and Emotions 288
Religiosità, spiritualità e benessere in età anziana. 280
Immersive virtual reality in K‐12 and higher education: A 10‐year systematic review of empirical research 240
La dimensione religiosa e l’adattamento alla pandemia: un confronto preliminare tra credenti, atei e agnostici 236
I punti di forza del carattere: le leve della personalità per il benessere psicologico 235
Promuovere il benessere a scuola attraverso un Laboratorio di Educazione alla Teatralità. Un’esperienza alla scuola primaria e una sua preliminare valutazione. 231
Self-help stress management training through mobile phones: An experience with oncology nurses. 229
Coding and childhood between play and learning: Research on the impact of coding in the learning of 4-year-olds 224
Savoring Life During The Pandemic: An online intervention to promote well-being in emerging adults 219
Mobile well-being in pregnancy: suggestions from a quasi-experimental controlled study 219
Students' acceptance of tablet PCs in Italian high schools: Profiles and differences 217
Videogames for Emotion Regulation: A Systematic Review 215
Am I my avatar? A tool to investigate virtual body image representation in adolescence 211
Measurement of creativity 211
Knowledge, Concerns, and Behaviors of Individuals During the First Week of the Coronavirus Disease 2019 Pandemic in Italy 207
Emerging Adults' Expectations about the Next Generation of Robots: Exploring Robotic Needs through a Latent Profile Analysis 206
Positive Technology: The use of Technology for Improving and Sustaining Personal Change 199
Does a meditation protocol supported by a mobile application help people reduce stress? Suggestions from a controlled pragmatic trial 197
May I experience more presence in doing the same thing in virtual reality than in reality? An answer from a simulated job interview 196
Tecnologie positive per il benessere: proposte di intervento 192
Psicologia della religione e della spiritualità. Aspetti teorici e applicativi 178
User experience of BenEssere Mamma, a pregnancy app for women wellbeing 178
Machines like Us and People like You: Toward Human-Robot Shared Experience 172
The effects of a mobile stress management protocol on nurses working with cancer patients: a preliminary controlled study 171
Can Videogames Be Used to Promote Emotional Intelligence in Teenagers? Results from EmotivaMente, a School Program 171
Promoting Emotional and Psychological Well-Being During COVID-19 Pandemic: A Self-Help Virtual Reality Intervention for University Students 169
Promoting Wellbeing in Pregnancy: A Multi-component Positive Psychology and Mindfulness-Based Mobile App 168
Assessing the emotional state of job applicants through a virtual reality simulation: A psycho-physiological study 165
Is your phone so smart to affect your state? An exploratory study based on psychophysiological measures 164
Moral positioning in video games and its relation with dispositional traits: The emergence of a social dimension 164
Investigating Photo Investment in adolescence and young adulthood 162
Video games as learning tools at school: parents’ attitude 162
An e-health protocol to help elderly breast cancer patients to cope with chemotherapy: Preliminary results 161
Enhancing self-efficacy through a blended training: A pilot study with basketball players 159
What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases 157
The use of immersive 360° videos for foreign language learning: a study on usage and efficacy among high-school students 157
Visual exploration patterns of human figures in action: an eye tracker study with art paintings 156
Correction to: Harnessing Immersive Virtual Reality: A Comprehensive Scoping Review of its Applications in Assessing, Understanding, and Treating Eating Disorders 155
Measurement of creativity 155
Prevalence and health correlates of Online Fatigue: A cross-sectional study on the Italian academic community during the COVID-19 pandemic 149
Does Interactive Media Enhance the Management of Stress? Suggestions from a Controlled Study 148
Positive and Transformative Technologies for Active Ageing 147
Exploring students’ acceptance and continuance intention in using immersive virtual reality and metaverse integrated learning environments: The case of an Italian university course 145
L'accettazione del tablet a scuola: uno studio in un gruppo di docenti della scuola secondaria di secondo grado. 144
Harnessing Immersive Virtual Reality: A Comprehensive Scoping Review of its Applications in Assessing, Understanding, and Treating Eating Disorders 142
Learning in the Metaverse: Are University Students Willing to Learn in Immersive Virtual Reality? 142
Toward a validation of cyber-interventions for stress disorders based on stress inoculation training: a systematic review 142
Religiously Grounded Character and Its Association with Subjective Well-Being in Emerging Adults: A Latent Profile Analysis 140
Promoting Emotional and Psychological Well-being of Patients with Chronic Obstructive Pulmonary Disease: A Feasibility Study Combining Virtual Reality and Savoring 138
Exploration of virtual body-representation in adolescence: the role of age and sex in avatar customization 137
Factors Affecting Students' Acceptance of Tablet PCs: A Study in Italian High Schools 135
Gratitude and Social Media: A Pilot Experiment on the Benefits of Exposure to Others’ Grateful Interactions on Facebook 135
Predictors of Health-Related Quality of Life and Adjustment to Prostate Cancer During Active Surveillance 133
Adolescents' Beliefs About Peers' Engagement in an Online Self-Harm Challenge: Exploring the Role of Individual Characteristics Through a Latent Class Analysis 131
Integrating Technology in Positive Psychology Practice 129
Breathing in virtual reality for promoting mental health: a scoping review 126
Presence-Inducing Media for Mental Health Applications 126
Parental Attitudes toward Videogames at School 125
The e-SaVoR Project: Savoring and Virtual Reality to Enhance Emerging Adults' Well-Being 125
Women’s Attitudes Towards Menstruation and Their Associations With Well-Being: A Latent Profile Analysis 124
What are you sexting? Parental practices, sexting attitudes and behaviors among Italian adolescents 124
An Emerging Model of Pregnancy Care: The Introdution of New Technologies in Maternal Wellbeing 123
Lo sguardo equo: pattern di esplorazione visiva nell'Ultimatum Game. 122
Computational Psychometrics in Communication and Implications in Decision Making 122
Changing Avatars, Changing Selves? the Influence of Social and Contextual Expectations on Digital Rendition of Identity 122
Measuring Dispositional Flow: Validity and reliability of the Dispositional Flow State Scale 2, Italian version 121
Unconscious goal pursuit primes attitudes towards technology usage: A virtual reality experiment 117
No Man Is a Monkey Island: Individual Characteristics Associated with Gamers’ Preferences for Single or Multiplayer Games 114
The Role of Personal Values in Gambling: A Preliminary Study with Italian Adolescents 111
Evaluation of the psychometric properties of the relaxation state questionnaire (RSQ) in an Italian sample 111
Desktop-based virtual reality social platforms versus video conferencing platforms for online synchronous learning in higher education: An experimental study to evaluate students' learning gains and user experience 110
Patient's choice of observational strategy for early-stage prostate cancer 110
Individual Differences in Cognitive Emotion Regulation: Implications for Subjective and Psychological Well-Being 110
Religiosità e benessere: le indicazioni della ricerca psicologica 109
The Utrecht-Management of Identity Commitments Scale (U-MICS): Psychometric Properties of Its Adaptation to the Religious Domain of Identity 109
The Impact of Virtual Reality Social Platforms on Autobiographical Memory and Self-disclosure: An Experimental Study 109
Virtual Reality Social Platforms for Online Synchronous Learning in Higher Education: A Mixed-methods Explorative Research 107
Document Ageing positively with digital games 107
The role of perceived social support on the pregnant women’s mental health during the Covid-19 pandemic 107
Self-transcendent dispositions and spirituality: the mediating role of believing in a benevolent world 105
Positive Technology for Helping People Cope with Stress 105
Personal Values and Substance Use in Adolescence and Young Adulthood: Risk or Protective Factors? 104
Behind a Digital Mask: Users' Subjective Experience of Animated Characters and Its Effect on Source Credibility 104
Positive Technology for Healthy Living and Active Ageing 103
OVeRcomING COPD: Virtual Reality and Savoring to Promote the Well-Being of Patients with Chronic Obstructive Pulmonary Disease 100
the stability of individual well-being in short windows of time: Women's perceptions across the ovulatory cycle 98
Totale 20.304
Categoria #
all - tutte 70.136
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 70.136


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
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
2024/20253.614 123 110 305 189 294 204 172 190 427 526 556 518
2025/20266.879 889 239 449 742 920 467 975 396 488 631 420 263
2026/2027146 146 0 0 0 0 0 0 0 0 0 0 0
Totale 21.744