Villani, Daniela
 Distribuzione geografica
Continente #
EU - Europa 8.156
NA - Nord America 5.929
AS - Asia 5.170
SA - Sud America 1.012
AF - Africa 144
OC - Oceania 82
Continente sconosciuto - Info sul continente non disponibili 8
Totale 20.501
Nazione #
US - Stati Uniti d'America 5.594
IT - Italia 3.964
SG - Singapore 1.881
CN - Cina 1.187
DE - Germania 843
BR - Brasile 776
FR - Francia 776
SE - Svezia 605
VN - Vietnam 387
GB - Regno Unito 345
PL - Polonia 256
CA - Canada 250
HK - Hong Kong 249
TR - Turchia 220
UA - Ucraina 217
IE - Irlanda 216
IN - India 184
ID - Indonesia 172
KR - Corea 163
FI - Finlandia 153
JP - Giappone 141
NL - Olanda 136
RU - Federazione Russa 103
AR - Argentina 99
ES - Italia 96
MY - Malesia 84
CH - Svizzera 81
AU - Australia 76
TW - Taiwan 75
PH - Filippine 65
BE - Belgio 63
BD - Bangladesh 56
ZA - Sudafrica 53
AT - Austria 45
MX - Messico 44
IR - Iran 43
IQ - Iraq 41
EC - Ecuador 40
GR - Grecia 38
NO - Norvegia 38
LT - Lituania 33
PK - Pakistan 32
UZ - Uzbekistan 30
SA - Arabia Saudita 29
CO - Colombia 26
CZ - Repubblica Ceca 23
IL - Israele 21
PT - Portogallo 20
RO - Romania 18
VE - Venezuela 18
CL - Cile 16
KE - Kenya 16
TH - Thailandia 16
CI - Costa d'Avorio 14
HU - Ungheria 14
JO - Giordania 14
PE - Perù 14
EG - Egitto 13
HR - Croazia 13
MA - Marocco 13
TN - Tunisia 13
DK - Danimarca 11
KZ - Kazakistan 11
OM - Oman 11
JM - Giamaica 10
PY - Paraguay 10
SI - Slovenia 9
AE - Emirati Arabi Uniti 8
LV - Lettonia 8
UY - Uruguay 8
HN - Honduras 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
TT - Trinidad e Tobago 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
EE - Estonia 2
Totale 20.468
Città #
Singapore 927
Milan 812
Chandler 543
Ashburn 509
San Jose 477
Beijing 324
Rome 254
Warsaw 233
Dublin 185
Jacksonville 161
Los Angeles 141
Hong Kong 126
Jakarta 125
Hefei 121
Ho Chi Minh City 121
New York 121
Wilmington 116
Fairfield 115
Lauterbourg 106
Redwood City 105
Hanoi 104
Cattolica 95
Ann Arbor 92
Menlo Park 89
San Mateo 87
Tokyo 83
Chicago 78
Boardman 76
Nanjing 76
Helsinki 75
Naples 75
Munich 74
Council Bluffs 73
Dearborn 72
Houston 70
Seoul 68
Boston 67
Florence 66
Seattle 64
Turin 64
Frankfurt am Main 63
Woodbridge 63
Palermo 62
São Paulo 62
Bari 55
Kuala Lumpur 55
Buffalo 51
Moscow 51
Dallas 49
The Dalles 48
Brescia 46
Kunming 45
Hangzhou 44
Princeton 44
Paris 42
Bologna 41
Brussels 40
Santa Clara 39
Catania 38
Izmir 38
Genoa 35
Lawrence 35
Nanchang 35
Nuremberg 35
Buenos Aires 33
London 33
Mumbai 33
Ankara 31
Toronto 31
Cambridge 30
Ha Kwai Chung 30
Monza 30
Orem 30
Verona 30
Lappeenranta 29
Salt Lake City 28
Taipei 28
Guangzhou 26
Johannesburg 26
Kent 26
Padova 26
Redmond 25
Montreal 24
Rio de Janeiro 24
Düsseldorf 23
Atlanta 22
Brooklyn 22
Istanbul 22
Kish 22
Sinop 22
Amsterdam 21
Cagliari 21
Mountain View 21
Shenyang 21
Taichung 21
Bremen 20
Central District 19
Changsha 19
Melbourne 19
Mexico City 19
Totale 9.193
Nome #
A frame effect in avatar customization: How users’ attitudes towards their avatars may change depending on virtual context 998
Tecnologie Emotive. Nuovi Media per migliorare la qualità della vita e ridurre lo stress 859
Coding with me: exploring the effect of coding intervention on preschoolers’ cognitive skills 709
La personalità online. Tracce digitali dell'identità 543
Psychomotor interventions to promote wellbeing in prescholar age: A narrative review 498
Enhancing psychological wellbeing of women approaching the childbirth: A controlled study with a mobile application 493
Where are You Watching? Patterns of Visual Exploration in the Ultimatum Game 418
COVID Feel Good—An Easy Self-Help Virtual Reality Protocol to Overcome the Psychological Burden of Coronavirus 344
The Role of Spirituality and Religiosity in Subjective Well-Being of Individuals With Different Religious Status 341
The Potential of eXtended Reality in Education: The Metaversity Project 341
Positive technology for emotion regulation: a virtual self-help intervention 327
Il viaggio di Cubetto 325
Editorial: Positive Technology: Designing E-experiences for Positive Change 314
Affective Interactions Using Virtual Reality: The Link between Presence and Emotions 283
Religiosità, spiritualità e benessere in età anziana. 276
Emozioni positive e savoring nello sport 259
Immersive virtual reality in K‐12 and higher education: A 10‐year systematic review of empirical research 233
La dimensione religiosa e l’adattamento alla pandemia: un confronto preliminare tra credenti, atei e agnostici 231
I punti di forza del carattere: le leve della personalità per il benessere psicologico 224
Promuovere il benessere a scuola attraverso un Laboratorio di Educazione alla Teatralità. Un’esperienza alla scuola primaria e una sua preliminare valutazione. 223
Coding and childhood between play and learning: Research on the impact of coding in the learning of 4-year-olds 218
Self-help stress management training through mobile phones: An experience with oncology nurses. 216
Students' acceptance of tablet PCs in Italian high schools: Profiles and differences 216
Mobile well-being in pregnancy: suggestions from a quasi-experimental controlled study 215
Savoring Life During The Pandemic: An online intervention to promote well-being in emerging adults 214
Am I my avatar? A tool to investigate virtual body image representation in adolescence 209
Measurement of creativity 209
Videogames for Emotion Regulation: A Systematic Review 203
Knowledge, Concerns, and Behaviors of Individuals During the First Week of the Coronavirus Disease 2019 Pandemic in Italy 203
Emerging Adults' Expectations about the Next Generation of Robots: Exploring Robotic Needs through a Latent Profile Analysis 202
Positive Technology: The use of Technology for Improving and Sustaining Personal Change 197
Does a meditation protocol supported by a mobile application help people reduce stress? Suggestions from a controlled pragmatic trial 196
May I experience more presence in doing the same thing in virtual reality than in reality? An answer from a simulated job interview 188
Tecnologie positive per il benessere: proposte di intervento 186
User experience of BenEssere Mamma, a pregnancy app for women wellbeing 176
Machines like Us and People like You: Toward Human-Robot Shared Experience 170
Promoting Emotional and Psychological Well-Being During COVID-19 Pandemic: A Self-Help Virtual Reality Intervention for University Students 167
Can Videogames Be Used to Promote Emotional Intelligence in Teenagers? Results from EmotivaMente, a School Program 167
Promoting Wellbeing in Pregnancy: A Multi-component Positive Psychology and Mindfulness-Based Mobile App 167
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 163
Moral positioning in video games and its relation with dispositional traits: The emergence of a social dimension 163
The effects of a mobile stress management protocol on nurses working with cancer patients: a preliminary controlled study 161
An e-health protocol to help elderly breast cancer patients to cope with chemotherapy: Preliminary results 158
Video games as learning tools at school: parents’ attitude 157
Visual exploration patterns of human figures in action: an eye tracker study with art paintings 156
What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases 156
Enhancing self-efficacy through a blended training: A pilot study with basketball players 155
The use of immersive 360° videos for foreign language learning: a study on usage and efficacy among high-school students 155
Measurement of creativity 153
Psicologia della religione e della spiritualità. Aspetti teorici e applicativi 148
Positive and Transformative Technologies for Active Ageing 146
Correction to: Harnessing Immersive Virtual Reality: A Comprehensive Scoping Review of its Applications in Assessing, Understanding, and Treating Eating Disorders 142
Does Interactive Media Enhance the Management of Stress? Suggestions from a Controlled Study 142
L'accettazione del tablet a scuola: uno studio in un gruppo di docenti della scuola secondaria di secondo grado. 142
Prevalence and health correlates of Online Fatigue: A cross-sectional study on the Italian academic community during the COVID-19 pandemic 142
Learning in the Metaverse: Are University Students Willing to Learn in Immersive Virtual Reality? 140
Exploring students’ acceptance and continuance intention in using immersive virtual reality and metaverse integrated learning environments: The case of an Italian university course 138
Toward a validation of cyber-interventions for stress disorders based on stress inoculation training: a systematic review 138
Investigating Photo Investment in adolescence and young adulthood 137
Exploration of virtual body-representation in adolescence: the role of age and sex in avatar customization 136
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 131
Predictors of Health-Related Quality of Life and Adjustment to Prostate Cancer During Active Surveillance 130
Harnessing Immersive Virtual Reality: A Comprehensive Scoping Review of its Applications in Assessing, Understanding, and Treating Eating Disorders 128
Promoting Emotional and Psychological Well-being of Patients with Chronic Obstructive Pulmonary Disease: A Feasibility Study Combining Virtual Reality and Savoring 128
Integrating Technology in Positive Psychology Practice 128
Adolescents' Beliefs About Peers' Engagement in an Online Self-Harm Challenge: Exploring the Role of Individual Characteristics Through a Latent Class Analysis 127
Presence-Inducing Media for Mental Health Applications 123
Changing Avatars, Changing Selves? the Influence of Social and Contextual Expectations on Digital Rendition of Identity 122
Parental Attitudes toward Videogames at School 122
What are you sexting? Parental practices, sexting attitudes and behaviors among Italian adolescents 122
Computational Psychometrics in Communication and Implications in Decision Making 121
An Emerging Model of Pregnancy Care: The Introdution of New Technologies in Maternal Wellbeing 121
The e-SaVoR Project: Savoring and Virtual Reality to Enhance Emerging Adults' Well-Being 121
Lo sguardo equo: pattern di esplorazione visiva nell'Ultimatum Game. 118
Unconscious goal pursuit primes attitudes towards technology usage: A virtual reality experiment 116
Religiously Grounded Character and Its Association with Subjective Well-Being in Emerging Adults: A Latent Profile Analysis 115
Measuring Dispositional Flow: Validity and reliability of the Dispositional Flow State Scale 2, Italian version 113
No Man Is a Monkey Island: Individual Characteristics Associated with Gamers’ Preferences for Single or Multiplayer Games 112
Individual Differences in Cognitive Emotion Regulation: Implications for Subjective and Psychological Well-Being 109
The Role of Personal Values in Gambling: A Preliminary Study with Italian Adolescents 108
Patient's choice of observational strategy for early-stage prostate cancer 106
Document Ageing positively with digital games 105
Religiosità e benessere: le indicazioni della ricerca psicologica 105
The Utrecht-Management of Identity Commitments Scale (U-MICS): Psychometric Properties of Its Adaptation to the Religious Domain of Identity 105
The Impact of Virtual Reality Social Platforms on Autobiographical Memory and Self-disclosure: An Experimental Study 105
Breathing in virtual reality for promoting mental health: a scoping review 104
Virtual Reality Social Platforms for Online Synchronous Learning in Higher Education: A Mixed-methods Explorative Research 104
Positive Technology for Helping People Cope with Stress 103
The role of perceived social support on the pregnant women’s mental health during the Covid-19 pandemic 103
Personal Values and Substance Use in Adolescence and Young Adulthood: Risk or Protective Factors? 102
Behind a Digital Mask: Users' Subjective Experience of Animated Characters and Its Effect on Source Credibility 102
Self-transcendent dispositions and spirituality: the mediating role of believing in a benevolent world 102
Evaluation of the psychometric properties of the relaxation state questionnaire (RSQ) in an Italian sample 100
Positive Technology for Healthy Living and Active Ageing 99
Women’s Attitudes Towards Menstruation and Their Associations With Well-Being: A Latent Profile Analysis 97
Engaging Elderly Breast Cancer Patients: The Potential of eHealth Interventions 96
the stability of individual well-being in short windows of time: Women's perceptions across the ovulatory cycle 96
OVeRcomING COPD: Virtual Reality and Savoring to Promote the Well-Being of Patients with Chronic Obstructive Pulmonary Disease 95
Totale 19.630
Categoria #
all - tutte 65.236
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 65.236


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2020/2021503 0 0 0 0 0 0 0 0 0 0 287 216
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
2024/20253.614 123 110 305 189 294 204 172 190 427 526 556 518
2025/20266.214 889 239 449 742 920 467 975 396 488 631 18 0
Totale 20.933