Author
Elena Trombini
Other affiliations: University of Milan
Bio: Elena Trombini is an academic researcher from University of Bologna. The author has contributed to research in topics: Emotional intelligence & Trait. The author has an hindex of 13, co-authored 64 publications receiving 682 citations. Previous affiliations of Elena Trombini include University of Milan.
Topics: Emotional intelligence, Trait, Anxiety, Medicine, Personality
Papers published on a yearly basis
Papers
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TL;DR: In this article, the authors evaluated the short-term effects on several physiological (arterial pressure and heart rate) and psychological (anxiety and aggressiveness) indexes of playing violent and non-violent videogames in young adults.
Abstract: The purpose of this study is to evaluate the short-term effects on several physiological (arterial pressure and heart rate) and psychological (anxiety and aggressiveness) indexes of playing violent and non-violent videogames in young adults. The study was carried out on a sample of 22 male participants. Subjects invited to participate in the study were recruited from a videogame leisure club. Before and during playing either a violent or non-violent computer game, blood pressure and heart rate were measured. Before and after the game session, the subjects completed the State-Anxiety Inventory-Y (STAI-Y) and the Buss-Durkee Hostility Inventory. The results of the study showed a range of short-term effects of playing violent and non-violent videogames on arterial pressure and on the state anxiety of subjects, but not on hostility measurements. More specifically, the group that played the violent videogames showed a significant increase in the state anxiety score at the end of the game, as compared to the pre-game self-evaluation, and an increase in the systolic blood pressure while the subjects were playing as compared to pre- and post-game values. A decrease in diastolic blood pressure after playing any game was also found.
85 citations
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TL;DR: The effects of environmental and structural features of two different neonatal intensive care unit (NICU) settings on the time course of psychological distress in mothers of preterm infants were investigated.
Abstract: Aim: In this study the effects of environmental and structural features of two different neonatal intensive care unit (NICU) settings on the time course of psychological distress in mothers of preterm infants were investigated
Methods: Levels of psychological distress in 21 mothers of premature infants hospitalized in the NICU of the Salesi Hospital were compared with levels of psychological distress in 21 mothers of premature infants from the NICU of the Sant'Orsola Hospital at three different times during hospitalization
Results: Data showed that mothers from the NICU of the Salesi Hospital, where there is no presence of any specialized figure and the access for parents to the unit is ruled by time schedules, reported higher levels of psychological distress than mothers from the NICU of the Sant'Orsola Hospital, characterized by the continuous presence and contact with the medical staff, which included physiotherapists and clinical psychologists, and free access to the unit for parents Moreover, levels of psychological distress increased over time in mothers from the Salesi Hospital while levels of distress decreased or were simply maintained over time in mothers from the Sant'Orsola Hospital
Conclusions: The present findings suggest that providing mothers with the opportunity of discussing the infant's clinical state with health professionals and receiving psychological support on a regular basis may reduce stressful feelings
78 citations
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TL;DR: This paper examined the validity of the Trait Emotional Intelligence Questionnaire-Child Form (TEIQue-CF) and investigated its relationship with Big Five factors and cognitive ability, concluding that TEIQue is a reliable measure of Trait EI that is partially determined by all five factors but independent of cognitive ability.
Abstract: Trait emotional intelligence (EI) is a constellation of emotion-related self-perceptions located at the lower levels of personality hierarchies. This article examines the validity of the Trait Emotional Intelligence Questionnaire–Child Form and investigates its relationships with Big Five factors and cognitive ability. A total of 690 children (317 Males; M Age = 10.25 years; SD = 1.58 years) completed the TEIQue-CF, the Raven Progressive, Matrices and the Big Five Questionnaire; in addition, a subsample of 136 participants answered to Depression and Anxiety scales. Results evidenced that TEIQue-CF is a reliable measure of Trait EI that is partially determined by all of the Big Five factors but independent of cognitive ability. Trait EI predicts depression and anxiety scores over and above the five higher order personality dimensions.
71 citations
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TL;DR: Findings suggest a hypothetical risk profile linked to boredom proneness in adolescence, conceived as a personality trait, in adolescents’ free time, and its involvement in more extreme behaviors, such as binge drinking and addictive Internet use, which may represent ways to cope with the search for additional stimuli.
Abstract: As a clinical condition, boredom is an emotional state, widespread among young people, characterized by unpleasant feelings, lack of motivation, and low physiological arousal in which the level of stimulation is perceived as unsatisfactorily low. Boredom is an important emotional state due to its spread among young people. Recent research has mainly studied the complex connection between boredom and leisure-time experiences, which may be involved in adolescents' risk-taking behaviors. The current study aims to investigate boredom proneness, conceived as a personality trait, in adolescents' free time, and its involvement in more extreme behaviors, such as binge drinking and addictive Internet use, which may represent ways to cope with the search for additional stimuli. Data from a large sample of Italian adolescents ( n = 478, aged between 14 years and 19 years, M = 16.31, SD = 1.47) revealed significant differences between low-boredom and high-boredom subjects. Both girls and boys with high boredom proneness used technology more, engaged less in hobbies and activities such as sports, more frequently consumed strong drinks and binge drank, and were more at risk of Internet addiction than non-bored adolescents. These findings suggest a hypothetical risk profile linked to boredom proneness in adolescence. The results are discussed in light of the literature from a psychosocial and clinical perspective.
55 citations
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TL;DR: Psychological effects of rhinoplastic operations were evaluated in male and female patients who had sought surgical correction because of psychological distress caused by the appearance of the nose or because of a medical referral to correct functional disorders.
Abstract: Psychological effects of rhinoplastic operations were evaluated in male and female patients who had sought surgical correction because of psychological distress caused by the appearance of the nose or because of a medical referral to correct functional disorders. Seventy-two patients selected by gender and operation motivation were asked to fill out the MPI and the IPAT Anxiety scale 2-3 months before and 8 months after the operation. Results at follow-up highlighted a significant decrease of the mean Neuroticism and Anxiety scores and an increase in Extroversion scores in the group as a whole. The psychological benefits gained by the female patients were greater than those of the males. Patients whose motivation was exclusively aesthetic were, overall, more psychologically distressed than those with a functional motivation.
40 citations
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TL;DR: The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts and outcomes, and the most frequently occurring outcomes and impacts were knowledge acquisition/content understanding and affective
Abstract: This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts and outcomes. The most frequently occurring outcomes and impacts were knowledge acquisition/content understanding and affective and motivational outcomes. The range of indicators and measures used in the included papers are discussed, together with methodological limitations and recommendations for further work in this area.
1,841 citations
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01 Jan 2007
TL;DR: In this article, the authors discuss some issues concerning serious games, that is, (digital) games used for purposes other than mere entertainment, and the starting point is the serious games concept itself, and wha
Abstract: This report discusses some issues concerning serious games, that is, (digital) games used for purposes other than mere entertainment. The starting point is the serious games concept itself, and wha ...
863 citations
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TL;DR: A systematic review of recent literature addressing engagement in computer games found a diverse range of studies was identified that examined varied aspects of engagement in games including subjective experiences while playing games, the physiological concomitants of these experiences, motives forPlaying games, game usage and time spent playing games and the impact of playing on life satisfaction.
Abstract: Since their introduction over 40 years ago, digital entertainment games have become one of the most popular leisure activities globally. While digital games clearly provide highly engaging activities, the nature of this engagement is not well understood. The current study aims to advance our understanding by reporting a systematic review of recent literature addressing engagement in computer games. The papers in the review comprise a sub-sample of papers relating to engagement in digital games that was selected from a broader literature search carried out on the outcomes and impacts of playing computer games. A diverse range of studies was identified that examined varied aspects of engagement in games including subjective experiences while playing games, the physiological concomitants of these experiences, motives for playing games, game usage and time spent playing games and the impact of playing on life satisfaction. A narrative review was carried out to capture these diverse aspects of engagement and to develop a more coherent understanding of engagement in computer games.
436 citations