GABBIADINI, ALESSANDRO
 Distribuzione geografica
Continente #
NA - Nord America 4.619
EU - Europa 4.235
AS - Asia 1.707
OC - Oceania 43
AF - Africa 32
SA - Sud America 22
Continente sconosciuto - Info sul continente non disponibili 3
Totale 10.661
Nazione #
US - Stati Uniti d'America 4.517
IT - Italia 2.102
CN - Cina 548
DE - Germania 465
SG - Singapore 435
SE - Svezia 278
RU - Federazione Russa 258
DK - Danimarca 231
GB - Regno Unito 194
IE - Irlanda 189
HK - Hong Kong 177
UA - Ucraina 139
FR - Francia 107
TW - Taiwan 100
CA - Canada 96
VN - Vietnam 85
KR - Corea 61
NL - Olanda 55
IN - India 51
TR - Turchia 51
FI - Finlandia 50
ID - Indonesia 42
AU - Australia 39
BE - Belgio 39
JP - Giappone 36
PH - Filippine 32
ES - Italia 20
CH - Svizzera 17
MV - Maldive 17
PL - Polonia 17
PK - Pakistan 16
PT - Portogallo 14
ZA - Sudafrica 14
BR - Brasile 12
MY - Malesia 10
RO - Romania 10
AT - Austria 9
IR - Iran 9
CZ - Repubblica Ceca 8
IL - Israele 8
GR - Grecia 7
KE - Kenya 6
LT - Lituania 6
CL - Cile 5
HU - Ungheria 5
SA - Arabia Saudita 5
NZ - Nuova Zelanda 4
SK - Slovacchia (Repubblica Slovacca) 4
JO - Giordania 3
LB - Libano 3
MU - Mauritius 3
MX - Messico 3
NG - Nigeria 3
NO - Norvegia 3
AE - Emirati Arabi Uniti 2
AR - Argentina 2
BD - Bangladesh 2
DZ - Algeria 2
EC - Ecuador 2
HR - Croazia 2
KH - Cambogia 2
LK - Sri Lanka 2
LV - Lettonia 2
MA - Marocco 2
MO - Macao, regione amministrativa speciale della Cina 2
OM - Oman 2
TH - Thailandia 2
A1 - Anonimo 1
A2 - ???statistics.table.value.countryCode.A2??? 1
BG - Bulgaria 1
BH - Bahrain 1
BZ - Belize 1
CR - Costa Rica 1
EE - Estonia 1
EU - Europa 1
GE - Georgia 1
IQ - Iraq 1
KW - Kuwait 1
ME - Montenegro 1
PE - Perù 1
PR - Porto Rico 1
SI - Slovenia 1
TN - Tunisia 1
UG - Uganda 1
Totale 10.661
Città #
Ann Arbor 1.188
Milan 530
Singapore 378
Chandler 275
Wilmington 251
Frankfurt am Main 246
Woodbridge 202
Houston 195
Fairfield 194
Santa Clara 193
Dearborn 177
Dublin 177
Ashburn 163
Jacksonville 156
New York 116
Rome 116
Hong Kong 110
Seattle 99
Cambridge 94
Princeton 94
Nanjing 72
Shanghai 64
Beijing 54
Dong Ket 45
Boardman 43
Jakarta 36
Verona 31
Genova 30
Lawrence 30
Padova 28
Los Angeles 27
Brussels 25
Guangzhou 25
Nanchang 25
Toronto 25
Bergamo 24
Lachine 23
Shenyang 23
Helsinki 22
Tokyo 22
Altamura 21
Dallas 21
Chicago 20
San Diego 20
Genoa 19
Kocaeli 19
Tianjin 19
Wuhan 19
Andover 18
Hangzhou 18
London 18
Melbourne 18
Shenzhen 18
Central 16
Ningbo 16
Scranton 16
Edmonton 15
Male 15
Solignano 15
Bologna 14
Busto Arsizio 14
Kunming 14
Monza 14
Parma 14
Munich 13
San Francisco 13
Taipei 13
Taizhou 13
Torino 13
Vigevano 13
Como 12
Düsseldorf 12
Kraków 12
Leeds 12
Stockholm 12
Turin 12
Bremen 11
Falls Church 11
Hebei 11
Jiaxing 11
Jinan 11
Ottawa 11
Naples 10
Napoli 10
Pune 10
Redmond 10
San Jose 10
Sydney 10
Bari 9
Ho Chi Minh City 9
Kiev 9
Mountain View 9
Muggiò 9
San Mateo 9
Sesto San Giovanni 9
Vicenza 9
Bollate 8
Catania 8
Chennai 8
Kaohsiung 8
Totale 6.419
Nome #
The emotional impact of generative AI: negative emotions and perception of threat 712
The lone gamer: Social exclusion predicts violent video game preferences and fuels aggressive inclinations in adolescent players 504
Acting like a tough guy: Violent-sexist video games, identification with game characters, masculine beliefs, & empathy for female violence victims 500
Interactive Effect of Moral Disengagement and Violent Video Games on Self-control, Cheating and Aggression 355
Work and freedom? Working self-objectification and belief in personal free will 349
Brief report: Does exposure to violent video games increase moral disengagement among adolescents? 329
Lonely hearts and angry minds: Online dating rejection increases male (but not female) hostility 325
Excluded From All Humanity: Animal Metaphors Exacerbate the Consequences of Social Exclusion 317
Do self-objectified women believe themselves to be free? Sexual objectification and belief in personal free will 296
An Internet-Based Multi-Approach Intervention Targeting University Students Suffering from Psychological Problems: Design, Implementation, and Evaluation 285
Together Apart: The Mitigating Role of Digital Communication Technologies on Negative Affect During the COVID-19 Outbreak in Italy 257
Heart Rate Variability reveals the fight between racially biased and politically correct behaviour 253
Does Pokémon Go lead to a more physically active life style? 239
Virtual users support forum: Do community members really want to help you? 222
Neuromodulation can reduce aggressive behavior elicited by violent video games 213
The ACME shop: A paradigm to investigate working (self-) objectification 212
Grand Theft Auto is a “Sandbox” Game, but There are Weapons, Criminals, and Prostitutes in the Sandbox: Response to Ferguson and Donnellan (2017) 211
Objectified conformity: working self-objectification increases conforming behavior* 211
Lavoro e libertà. Auto-oggettivazione lavorativa e percezione di libero arbitrio personale 208
Fitness mobile apps positively affect attitudes, perceived behavioral control and physical activities 195
"Italiani brava gente." Effetti di un mito storico sulle relazioni sociali contempranee 189
Artificial Intelligence in the Eyes of Society: Assessing Social Risk and Social Value Perception in a Novel Classification 175
Internet come strumento di ricerca: Linee guida per la creazione di web survey 168
Picturing the other: Targets of delegitimization across time 167
Oggettivazione e conformismo: l’effetto dell’auto-oggettivazione lavorativa sulla tendenza ad adeguarsi alle opinioni altrui 167
Identification processes in online groups: Identity motives in the virtual realm of MMORPGs 161
Gli oggetti non scelgono: auto-oggettivazione sessuale e ridotta percezione di libero arbitrio. 157
Are immigrant women and men perceived the same way? A study of their stereotype contents in Italian society 149
Consensus on media violence effects: Comment on Bushman, Gollwitzer, and Cruz 147
Original dataset used in the article “Does Pokémon Go lead to a more physically active life style?” 141
Partecipation in virtual communities 140
Preliminary evidence of the effectiveness of a brief self-control intervention on reducing the short-term harmful consequences of violent video games on adolescents 140
Uncovering the association between strategy video games and self-regulation: A correlational study 139
Work and Freedom: working Self-Objectification and Belief in Personal Free Will 138
Le immagini degli altri: Processi di delegittimazione nel passato e nel presente 132
null 131
Workflow management social systems: A new socio-psychological perspective on process management 129
Corrigendum: Together Apart: The Mitigating Role of Digital Communication Technologies on Negative Affect During the COVID-19 Outbreak in Italy (Frontiers in Psychology, (2020), 11, (554678), 10.3389/fpsyg.2020.554678) 129
The virtual borders of morality: Exposure to violent videogames increases moral disengagement 128
Adolescent Immoral Behaviors as a Function of Moral Disengagement and Violent Gameplay 127
“Italiani brava gente”: I pregiudizi degli italiani tra passato e presente 127
Feeling Like an Object: Working Self-Objectification decreases personal free will. 125
An Internet-Based Multi-Approach Intervention Targeting University Students Suffering from Psychological Problems: MindBlooming 120
The Shadow of the Italian Colonial Experience: The Impact of Collective Emotions on Intentions to Help the Victims’ Descendants 120
Working self-objectification and conformity: an experimental study. 111
Strategie di riduzione della “competitive victimhood” in Kosovo: il ruolo del contatto indiretto e dell’identificazione con un common-ingroup 109
Loneliness, Escapism, and Identification With Media Characters: An Exploration of the Psychological Factors Underlying Binge-Watching Tendency 103
La maschilità nelle colonie italiane 101
Working objectification 2.0: A theoretical analysis of datafication’s impact on labor in the next future 96
Map the Giants: preliminary results in locating the largest coral colonies in the Maldives 94
Identification processes in online groups: Motivational theories in the virtual realm of MMORPGs 94
Testing the Model of Goal-Directed Behavior for Predicting Binge Drinking Among Young People 94
Teaching after the pandemic: The role of technostress and organizational support on intentions to adopt remote teaching technologies 68
Grammatical, semantic and stereotypical gender in Italian: an eye-tracking study 63
Il peso del passato: sentimenti di colpa e vergogna collettiva nell’evocazione del colonialismo italiano 63
From person to data: interacting with artificial intelligence can foster self-objectification processes in the work environment 46
The connection between Instagram and materialism and its relationship with the objectification of others and system justification beliefs 44
Dall'essere umano all'essere dato: datafication come nuova forma di deumanizzaizone. 43
Gabbiadini A., Andrighetto, L., & Volpato, C. (2011). Moral disengagement in video games: The virtual borders of morality. 40
Developing Effective Educational Chatbots with ChatGPT prompts: Insights from Preliminary Tests in a Case Study on Social Media Literacy 40
Learning to Prompt in the Classroom to Understand AI Limits: A Pilot Study 39
Gender agreement with engineers, teachers and artists: an eyetracking study 39
When work alienation leads to social alienation: On the relational disconnection effects of workplace objectification 35
Developing Effective Educational Chatbots with ChatGPT prompts: Insights from Preliminary Tests in a Case Study on Social Media Literacy (with appendix) 34
Enjoying art: an evolutionary perspective on the esthetic experience from emotion elicitors 33
Realtà Virtuale e psichedelia: le potenzialità delle esperienze tecnodeliche alla conquista della mente. 32
The images of the other: processes of delegitimization in the past and present 29
The virtual borders of morality: exposure to video games increases moral disengagement 28
An Observatory to monitor range extension of the Mediterranean monk seal based on its eDNA traces: collecting data and delivering results in the “Open Science” era 26
Can time flow differently if you are a virtual reality newcomer? 24
Violent video games and aggression 10
Totale 11.177
Categoria #
all - tutte 34.010
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 34.010


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2019/2020661 0 0 0 0 0 0 195 93 136 114 102 21
2020/20211.667 75 85 163 149 136 153 165 193 157 135 104 152
2021/20221.033 114 104 136 110 80 84 41 41 71 47 89 116
2022/20231.435 150 337 139 122 90 184 41 93 111 42 63 63
2023/20241.479 65 46 107 135 128 205 115 59 129 155 134 201
2024/20252.132 294 444 310 324 413 339 8 0 0 0 0 0
Totale 11.177