GUAZZINI, ANDREA
 Distribuzione geografica
Continente #
NA - Nord America 14.089
EU - Europa 13.745
AS - Asia 8.450
SA - Sud America 1.186
AF - Africa 275
OC - Oceania 202
Continente sconosciuto - Info sul continente non disponibili 7
Totale 37.954
Nazione #
US - Stati Uniti d'America 13.687
IT - Italia 4.079
PL - Polonia 3.645
RU - Federazione Russa 2.956
SG - Singapore 2.240
CN - Cina 1.932
HK - Hong Kong 1.168
BR - Brasile 921
VN - Vietnam 906
IE - Irlanda 634
KR - Corea 625
SE - Svezia 432
GB - Regno Unito 349
FR - Francia 348
BD - Bangladesh 342
DE - Germania 341
IN - India 251
CA - Canada 249
FI - Finlandia 249
AU - Australia 196
ID - Indonesia 175
NL - Olanda 166
JP - Giappone 160
ES - Italia 150
PH - Filippine 112
AR - Argentina 97
JO - Giordania 87
TR - Turchia 87
MX - Messico 86
CH - Svizzera 78
UA - Ucraina 60
IQ - Iraq 56
CI - Costa d'Avorio 54
PK - Pakistan 54
AT - Austria 48
ZA - Sudafrica 39
CO - Colombia 38
TW - Taiwan 38
EC - Ecuador 34
IR - Iran 33
NG - Nigeria 33
PT - Portogallo 29
CL - Cile 28
BE - Belgio 27
LT - Lituania 24
MA - Marocco 22
MY - Malesia 22
TH - Thailandia 21
EG - Egitto 19
AE - Emirati Arabi Uniti 18
PE - Perù 18
PY - Paraguay 18
UZ - Uzbekistan 18
SA - Arabia Saudita 17
AZ - Azerbaigian 14
CZ - Repubblica Ceca 14
KE - Kenya 14
RE - Reunion 14
PR - Porto Rico 13
RS - Serbia 13
UY - Uruguay 13
GR - Grecia 12
HR - Croazia 12
RO - Romania 12
TN - Tunisia 12
BJ - Benin 11
DK - Danimarca 11
NO - Norvegia 11
NP - Nepal 10
VE - Venezuela 10
DZ - Algeria 9
JM - Giamaica 9
DO - Repubblica Dominicana 8
HU - Ungheria 8
KZ - Kazakistan 8
BH - Bahrain 7
KH - Cambogia 7
AL - Albania 6
CM - Camerun 6
GT - Guatemala 6
HN - Honduras 6
IL - Israele 6
LB - Libano 6
LV - Lettonia 6
PA - Panama 6
SC - Seychelles 6
SN - Senegal 6
TZ - Tanzania 6
BO - Bolivia 5
CR - Costa Rica 5
EU - Europa 5
GE - Georgia 5
GH - Ghana 5
NZ - Nuova Zelanda 5
OM - Oman 5
SK - Slovacchia (Repubblica Slovacca) 5
TT - Trinidad e Tobago 5
BG - Bulgaria 4
KG - Kirghizistan 4
LK - Sri Lanka 4
Totale 37.891
Città #
Santa Clara 3.884
Warsaw 3.610
Ashburn 1.694
Singapore 1.666
Hong Kong 1.024
Fairfield 660
San Jose 648
Dublin 619
Milan 593
Seoul 573
Florence 559
Hefei 466
Chandler 424
Beijing 386
Rome 336
Woodbridge 311
Ho Chi Minh City 305
Seattle 272
Council Bluffs 263
Houston 259
Wilmington 246
Cambridge 235
The Dalles 214
Los Angeles 206
Buffalo 193
Hanoi 186
Lauterbourg 180
Moscow 165
Lawrence 164
Princeton 161
Altamura 160
Dallas 134
Ann Arbor 131
Melbourne 127
New York 124
Tokyo 121
Jakarta 102
Boston 98
Munich 98
Mumbai 97
Naples 91
Turin 90
Boardman 85
Dong Ket 76
Shanghai 76
São Paulo 74
Helsinki 73
Kent 71
Lappeenranta 67
Bologna 63
Medford 63
Chicago 59
Bern 58
Jacksonville 58
San Diego 57
Abidjan 54
Barcelona 53
Clifton 50
London 50
Frankfurt am Main 48
Orem 48
Toronto 48
Palermo 47
Phoenix 46
Atlanta 45
Guangzhou 45
Montreal 44
Da Nang 41
Falls Church 41
Figino 39
Bengaluru 36
Norwalk 36
Redondo Beach 36
Prato 33
Brisbane 31
Brooklyn 30
Catania 30
Genoa 30
Chennai 29
Haiphong 29
Bari 28
Tukwila 28
Venice 28
Amsterdam 27
Belo Horizonte 27
Paris 27
Ottawa 26
Rio de Janeiro 26
Manchester 25
Abuja 24
Padova 23
San Francisco 23
Turku 23
Vienna 23
Stockholm 22
Hillsboro 21
Livorno 21
Modena 21
Verona 21
Angeles City 20
Totale 24.258
Nome #
Gaming Motivation: Developing a New Tool to Measure Psychological Motivations to Play Video Games 621
Italian Version of the Internet Self-Efficacy Scale: Internal and External Validation 460
Validity and reliability of the Italian Constipation Assessment Scale. 403
Deindividuation effects on normative and informational social influence within computer-mediated-communication 402
Application of a Cognitive-Inspired Algorithm for Detecting Communities in Mobility Networks 387
Cognitive structure of collective awareness platforms 364
Development and validation of the sitting balance assessment for spinal cord injury (SitBASCI) 358
The Online Bystander Effect: Evidence from a Study on Synchronous Facebook Communications 358
Modeling crowdsourcing as collective problem solving 333
Information processing and timing mechanisms in vision 329
User-friendly system (a smartphone app) for reporting violent incidents in the Emergency Department: an Italian multicenter study 325
Effetto bystander in ambiente virtuale. 324
The challenge of fostering healthy organizations: An empirical study on the role of workplace relational civility in acceptance of change and well-being 322
Meet, Discuss and Trust each other: large versus small groups 313
Prevalence of osteoporosis in the Italian population and main risk factors: results of BoneTour Campaign. 311
Metastable structures and size effects in small group dynamics 306
Deliberate Self-harm: a study about the evolution of stable maladaptive strategies 305
Italian version of the Vaccination Fear Scale (VFS-6): internal and external validation 302
The selfish vaccine Recipe: A simple mechanism for avoiding free-riding 299
Opinion dynamics within a virtual small group: the stubbornness effect 298
Fairness and Trust in Virtual Environments: The Effects of Reputation 297
Bystanders’ intentions to help in intimate partner violence and sexual assault situations: a cross-cultural study. 296
Incentivi reputazionali alla cooperazione in un gioco competitivo tra adolescenti: Uno studio sperimentale 293
Cognitive network dynamics in chatlines 290
Il Narcisismo online: uno studio longitudinale su Facebook. 289
Humans best judge how much to cooperate when facing hard problems in large groups 286
Inciviltà sul luogo di lavoro, violenza orizzontale, bullismo e mobbing tra pari nella professione infermieristica: teorie e modelli di interpretazione dei fenomeni. 283
Personality and Reputation: A Complex Relationship in Virtual Environments 279
Bluffing as a Rational Strategy in a Simple Poker-Like Game Model 278
Factors influencing consent to organ donation after brain death certification: a survey of 29 intensive care units. 278
Characterization and typologies of CAPs (Collective Awareness Platforms) 274
“Reputational Heuristics” Violate Rationality: New Empirical Evidence in an Online Multiplayer Game 271
Stochastic Agent-Based Models of Intimate Partner Violence 270
Early post-surgical cognitive dysfunction is a risk factor for mortality among hip fracture hospitalized older persons 265
SELF-STIGMA IN MENTAL HEALTH: PLANNING EFFECTIVE PROGRAMS FOR TEENAGERS 261
Modeling perisaccadic time perception 256
Comparative study of the restorative effects of forest and urban videos during covid-19 lockdown: Intrinsic and benchmark values 254
Opinion Dynamics in an Open Community 253
Stroke Rehabilitation: Which is the Main Functional Outcome to Reach? 253
“Online self-presentation” e contagio emotivo su Facebook: uno studio longitudinale. 249
Participation and Privacy Perception in Virtual Environments: The Role of Sense of Community, Culture and Gender between Italian and Turkish 248
Social aggregation as a cooperative game 245
About Linda Again: How Narratives and Group Reasoning Can Influence Conjunction Fallacy 245
Ignorare o intervenire? Il punto di vista dei giovani rispetto alla violenza nelle coppie 239
Simulating the Cost of Cooperation: A Recipe for Collaborative Problem-Solving 230
D2: Collective Awareness Platforms: Privacy, incentives, and market dimensions 228
An Explorative Model to Assess Individuals’ Phubbing Risk 224
Development and Validation of the Digital Life Balance (DLB) Scale: A Brand-New Measure for Both Harmonic and Disharmonic Use of ICTs 221
Collective intelligence heuristic: An experimental evidence 221
Personality Traits and Positive Resources of Workers for Sustainable Development: Is Emotional Intelligence a Mediator for Optimism and Hope? 221
Collaborative facilitation and collaborative inhibition in virtual environments 221
Development and Validation of the Need for Online Social Feedback (NfOSF) Scale 220
Excessive Self-presentation on Facebook. One Year of Analysis on Posting Online 220
Vaccination as a social practice: towards a definition of personal, community, population, and organizational vaccine literacy 218
Adolescent’s Collective Intelligence: Empirical Evidence in Real and Online Classmates Groups 215
Understanding Game Performance: A Study of Eye Blinking and Pupil Metrics in Matching Pairs Game 211
Hospital Discharge: Results From an Italian Multicenter Prospective Study Using Blaylock Risk Assessment Screening Score. 211
Intimate partner sexual violence: An overview of the problem in Italy 209
Negative interactions among nurses: An explorative study on lateral violence and bullying in nursing work settings. 209
Validation of a low-cost EEG device in detecting neural correlates of social conformity 208
HUMAN VIRTUAL COMMUNITIES: AFFINITY AND COMMUNICATION DYNAMICS 205
How reputation systems change the psychological antecedents of fairness in virtual environments 205
Psychological and Behavioral Effects of League of Legends Rank System for Italian Competitive Players 204
Indagine su Ansia, Insonnia e Resilienza nel personale sanitario durante la pandemia da SARS CoV-2 (studio AIR Survey). Protocollo di ricerca. 202
"HOW CAN BYSTANDER INTERVENTION CHANGE?": AN ONLINE QUALITATIVE STUDY IN ITALY AND BRAZIL 199
Problem solving: When groups perform better than teammates 199
Lateral Hostilities Among Nurses Employed in Intensive Care Units, Emergency Departments, Operating Rooms, and Emergency Medical Services 197
Eyetracking Correlated in the Matching Pairs Game 196
Biodanza as a Nonpharmacological Dance Movement-Based Treatment in Older People With Alzheimer's Disease: An Italian Pilot Study in 2 Tuscan Nursing Homes 194
LEAP motion technology and psychology: A mini-review on hand movements sensing for neurodevelopmental and neurocognitive disorders 194
The Social Correlates to Callous-Unemotional Traits in a Sample of High School Students 190
Small group processes on computer supported collaborative learning 188
Conformity in virtual environments: A hybrid neurophysiological and psychosocial approach 188
The Combination of Serious Gaming and Immersive Virtual Reality through the Constructivist Approach: An Application to Teaching Architecture 187
Eye-tracking correlates of the Implicit Association Test 187
BODY ART TRA I GIOVANI: un’indagine esplorativa. 187
Excessive self-presentation in adolescents: the case of Facebook. In: Biophys’15. From physics to biology and beyond 185
Dark Personality Traits and Counterproductive Work Behavior: A PRISMA Systematic Review 184
Design of Cloud-Based Real-Time Eye-Tracking Monitoring and Storage System 182
Sleep Quality and Its Relationship to Anxiety and Hardiness in a Cohort of Frontline Italian Nurses during the First Wave of the COVID-19 Pandemic 181
Development and Validation of the Fomsumerism Scale (FOMS): A New Measure for Fear of Missing Out-Driven Consumerism 181
Cognitive dissonance and social influence effects on preference judgments: An eye tracking based system for their automatic assessment 181
Contextual influences on italian university students during the covid-19 lockdown: Emotional responses, coping strategies and resilience 181
Modeling Epidemic Risk Perception in Networks with Community Structure. 180
A cognitively inspired model for self-aware agents 179
Development and Validation of the Social Media Capital Scale (SMC): A Brand New Measure for Online Social Capital 178
Complex community features and social problem solving: the memory recognition case 178
Quantifying fairness to overcome selfishness: A behavioural model to describe the evolution and stabilization of inter-group bias using the Ultimatum Game 178
Impact of {COVID}-19 First Wave on Psychological and Psychosocial Dimensions: A Systematic Review 177
Journey of ChatGPT from Prompts to Stories in Games: the Positive, the Negative, and the Neutral 176
The Relationship between Orthorexia Nervosa and Obsessive Compulsive Disorder 176
Facial Emotion Recognition (FER) Through Custom Lightweight CNN Model: Performance Evaluation in Public Datasets 174
High-Fidelity in Urgency-Emergency Simulation: validation of a tool to determine the satisfaction of participants. 174
Impact of local information in growing networks. 174
Implicit association test (IAT) toward climate change: A PRISMA systematic review 171
Prompt Evolution Through Examples for Large Language Models–A Case Study in Game Comment Toxicity Classification 171
Reputation matters the most: The reputation inertia effect 171
Asmr as idiosyncratic experience: experimental evidence 171
Breaking Bad: Unraveling Influences and Risks of User Inputs to ChatGPT for Game Story Generation 170
Information dynamics algorithm for detecting communities in networks 170
Totale 24.424
Categoria #
all - tutte 95.991
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 95.991


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2021/20221.011 21 76 77 41 84 46 39 70 53 52 174 278
2022/20232.507 243 466 140 114 141 415 362 142 239 45 103 97
2023/20241.836 60 143 190 105 147 203 146 290 78 226 150 98
2024/202511.135 371 972 571 1.397 3.200 1.701 294 726 553 330 517 503
2025/202614.073 1.138 1.554 1.220 1.141 1.537 633 1.542 822 1.032 1.030 666 1.758
2026/2027333 333 0 0 0 0 0 0 0 0 0 0 0
Totale 38.233