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24 results on '"Gabbiadini, A"'

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1. 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.

2. Enjoying art: an evolutionary perspective on the esthetic experience from emotion elicitors.

3. Teaching after the pandemic: The role of technostress and organizational support on intentions to adopt remote teaching technologies.

4. An Internet-Based Multi-Approach Intervention Targeting University Students Suffering from Psychological Problems: Design, Implementation, and Evaluation.

5. The effect of cocoa-rich products on depression, anxiety, and mood: A systematic review and meta-analysis.

6. Loneliness, Escapism, and Identification With Media Characters: An Exploration of the Psychological Factors Underlying Binge-Watching Tendency.

7. The ACME shop: A paradigm to investigate working (self-) objectification.

9. Together Apart: The Mitigating Role of Digital Communication Technologies on Negative Affect During the COVID-19 Outbreak in Italy.

10. Self-Reported Autistic Traits Using the AQ: A Comparison between Individuals with ASD, Psychosis, and Non-Clinical Controls.

11. Curcumin for depression: a meta-analysis.

12. Lonely hearts and angry minds: Online dating rejection increases male (but not female) hostility.

13. Heart Rate Variability reveals the fight between racially biased and politically correct behaviour.

14. Do Self-Objectified Women Believe Themselves to Be Free? Sexual Objectification and Belief in Personal Free Will.

15. Fitness mobile apps positively affect attitudes, perceived behavioral control and physical activities.

16. Original dataset used in the article "Does Pokémon Go lead to a more physically active life style?"

17. The lone gamer: Social exclusion predicts violent video game preferences and fuels aggressive inclinations in adolescent players.

18. Grand Theft Auto is a "Sandbox" Game, but There are Weapons, Criminals, and Prostitutes in the Sandbox: Response to Ferguson and Donnellan (2017).

19. Work and freedom? Working self-objectification and belief in personal free will.

20. Neuromodulation can reduce aggressive behavior elicited by violent video games.

21. Testing the Model of Goal-Directed Behavior for Predicting Binge Drinking Among Young People.

22. Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims.

23. Virtual users support forum: do community members really want to help you?

24. Brief report: Does exposure to violent video games increase moral disengagement among adolescents?

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