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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.


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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.

95 citations

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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.

88 citations

Journal ArticleDOI
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

83 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.

78 citations

Journal ArticleDOI
TL;DR: In this article, the impact of lockdown measures on quality of life (QoL) in a large Italian sample was investigated, in order to investigate possible differences in QoL levels related to both demographic and pandemic-specific variables.
Abstract: The COVID-19 pandemic that has hit the world in the year 2020 has put a strain on our ability to cope with events and revolutionized our daily habits. On 9 March, Italy was forced to lockdown to prevent the spread of the infection, with measures including the mandatory closure of schools and nonessential activities, travel restrictions, and the obligation to spend entire weeks in the same physical space. The aim of this study was to assess the impact of the COVID-19 pandemic and lockdown measures on quality of life (QoL) in a large Italian sample, in order to investigate possible differences in QoL levels related to both demographic and pandemic-specific variables. A total of 2251 Italian adults (1665 women, mainly young and middle adults) were recruited via a snowball sampling strategy. Participants were requested to answer to an online survey, which included demographic and COVID-related information items, and the World Health Organization Quality of Life BREF questionnaire (WHOQOL-BREF). The results showed statistically significant differences in QoL depending on a number of variables, including sex, area of residence in Italy, and being diagnosed with a medical/psychiatric condition. To our knowledge, this is the first study to assess QoL during COVID-19 pandemic in Italy, therefore the present findings can offer guidelines regarding which social groups are more vulnerable of a decline in QoL and would benefit of psychological interventions.

72 citations


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Journal Article

5,680 citations

01 Jan 2012

3,692 citations

Journal ArticleDOI
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.

2,178 citations

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 ...

917 citations

Journal ArticleDOI
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.

505 citations