Alessandro Gabbiadini

Alessandro Gabbiadini
Università degli Studi di Milano-Bicocca | UNIMIB · Department of Psychology - Human and Behavior Technological Center MIBTEC

PhD

About

56
Publications
70,315
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
1,012
Citations
Introduction
Alessandro Gabbiadini received his PhD in Quality of life in the Information Society at the university of Milano Bicocca in 2012. He spent two years ad a post-doctoral research fellow at the University of Aosta and he is now assistant professor at the University of Milano Bicocca. His main research interests focus on violent videogames, virtual community, virtual environments, new technologies and social interaction.
Additional affiliations
March 2023 - present
Università degli Studi di Milano-Bicocca
Position
  • Associate professor
January 2014 - present
Università degli Studi di Milano-Bicocca
Position
  • PostDoc Position
February 2012 - present
Università della Valle d'Aosta
Position
  • PostDoc Position
Education
September 2006 - December 2008
October 2002 - December 2005
Università degli Studi di Milano-Bicocca
Field of study
  • information Technology

Publications

Publications (56)
Article
Full-text available
The ongoing pandemic of COVID-19 has forced governments to impose a lockdown, and many people have suddenly found themselves having to reduce their social relations drastically. Given the exceptional nature of similar situations, only a few studies have investigated the negative psychological effects of forced social isolation and how they can be m...
Article
Full-text available
Nowadays, binge-watching (i.e., watching multiple episodes of a TV series in one session) has become a widespread practice of media consumption, raising concerns about its negative outcomes. Nevertheless, previous research has overlooked the underlying psychological mechanisms leading to binge-watching. In the present work, we investigated some of...
Article
Full-text available
Artificial intelligence (AI) is a rapidly developing technology that has the potential to create previously unimaginable chances for our societies. Still, the public’s opinion of AI remains mixed. Since AI has been integrated into many facets of daily life, it is critical to understand how people perceive these systems. The present work investigate...
Article
Full-text available
Generative Artificial Intelligence (AI) is a rapidly expanding field that aims to develop machines capable of performing tasks that were previously considered unique to humans, such as learning, reasoning, problem-solving, and decision-making. The recent release of several tools based on AI (e.g. ChatGPT) has sparked debates on the potential of thi...
Article
Full-text available
The ubiquity of human art prompted evolutionary psychologists to explore its origins as a potential adaptation to the environment. Here we focus on emotionally charged art and posit that affective affordances embedded into some artworks play a pivotal role in explaining why these artworks are enjoyed from an evolutionary perspective. Such features,...
Article
Full-text available
Virtual Reality (VR) technologies have entered many aspects of daily life (e.g., workplace, education, gaming). VR users report that time flows faster when immersed in a virtual environment. Such an effect is supported by recent scientific evidence (Mullen & Davidenko, 2021). Indeed, a familiarity effect could foster such a time compression effect....
Article
Over the last few years, the use of social media has been increasing exponentially. At the same time, several studies have reported an intensification of materialistic tendencies, especially among the youth, those who use social media the most. Although several studies have already investigated the consequences of their use, more is needed to know...
Chapter
Full-text available
Artificial intelligence’s (AI) progress holds great promise in tackling pressing societal concerns such as health and climate. Large Language Models (LLM) and the derived chatbots, like ChatGPT, have highly improved the natural language processing capabilities of AI systems allowing them to process an unprecedented amount of unstructured data. Howe...
Article
Full-text available
The young adult can experience psychological difficulties related to the delicate phase of life he/she is going through. Many of them show psychological difficulties but only a small portion receive the needed care. In this regard, internet-based interventions represent an important resource. MindBlooming is a seven-week intervention delivered thro...
Preprint
Full-text available
Artificial intelligence's progress holds great promise in assisting society in addressing pressing societal issues. In particular Large Language Models (LLM) and the derived chatbots, like ChatGPT, have highly improved the natural language processing capabilities of AI systems allowing them to process an unprecedented amount of unstructured data. T...
Preprint
Full-text available
Educational chatbots come with a promise of interactive and personalized learning experiences, yet their development has been limited by the restricted free interaction capabilities of available platforms and the difficulty of encoding knowledge in a suitable format. Recent advances in language learning models with zero-shot learning capabilities,...
Article
The ongoing COVID-19 pandemic has led to several changes in academic teaching practices. Although educational digital technologies have been crucial during the initial phases of the pandemic, their forced adoption has led to negative consequences. In the present study, we aimed to integrate the Technology Acceptance Model theoretical framework (Dav...
Preprint
Full-text available
Using a socio-psychological approach and drawing on the Intergroup Threat Theory, our study demonstrates that when faced with ChatGPT's ability to reproduce the complexity of human language and conversation, participants reported significantly higher levels of negative emotions than those in the control group. These negative emotions predicted part...
Article
Full-text available
Despite the widespread prevalence of mental health problems, most psychological distress remains untreated. Internet-based psychological interventions can be an essential tool for increasing treatment availability and accessibility. The main objective of the MindBlooming project is to design and implement an innovative Internet-based multi-approach...
Article
Full-text available
Diversi autori/autrici descrivono l’avvento dell’Intelligenza Artificiale (IA) come una rivoluzione del genere umano capace di portare cambiamenti ancora più grandi di quelli portati dalle rivoluzioni industriali. Sulla base di questa premessa, il presente articolo si focalizza sulle possibili conseguenze psicologiche derivanti dall’utilizzo e dall...
Article
Exposure to violent video games can cause a wide array of harmful consequences to adolescents. This study shows preliminary evidence of the effectiveness of a brief intervention to decrease aggression and increase self-control following exposure to a violent video game. Participants (157 high-school students; age range: 13–19) were randomly assigne...
Article
The paper presents an open usable tool, the ACME shop paradigm, for experimentally studying self-objectifcation due to objectifying work activities. The paradigm consists of a simulation in which participants are asked to perform an objectifying (repetitive, fragmented, and other directed) vs a nonobjectifying work activity. Two studies tested the...
Article
Full-text available
I social media hanno rivoluzionato il nostro modo di comunicare, offrendo uno spazio virtuale che consente di instaurare relazioni sociali stabili e durature. A questo proposito, recentemente alcune online community di sostegno per persone affette da disturbi del comportamento alimentare (DCA) hanno attirato l’attenzione dei ricercatori. In partico...
Article
Full-text available
The present study aims to investigate the indirect link between sexual objectification and belief in personal free will. We hypothesized that being subjected to objectifying commentary would lead women to self-objectify and, in turn, to perceive themselves as having less personal free will. In this study, 105 women were asked to sign up a website c...
Article
Full-text available
In this study, we explored vagally-mediated heart rate variability (vmHRV) responses, a psychophysiological index of cognitive self-regulatory control, to map the dynamics associated with empathic responses for pain towards an out-group member. Accordingly, Caucasian participants were asked to judge the experience of African and Caucasian actors to...
Article
Full-text available
The present work explores the hostile tendencies elicited by romantic rejection in the increasingly common context of online dating. To empirically investigate this issue, we created an ad hoc online dating platform in which fictitious online dating partners romantically rejected heterosexual male and female participants. Results revealed that male...
Article
Full-text available
The data presented in this article are related to the research article entitled "Does Pokémon Go lead to a more physically active life style?" (Gabbiadini et al., in press) [1]. In the study, 981 individuals completed a web survey, in which frequency of Pokémon Go usage, overall physically active behavior, and amount of Pokémon Go related physical...
Article
Full-text available
Background: Recent studies suggest that about 6 out of 10 users have installed a fitness tracking application on their smartphone. Nevertheless, more than 59% of adults do not engage in sufficient daily physical activity and much remains unknown with regard to the effectiveness of mobile applications. By adopting the Theory of Planned Behavior, we...
Article
Full-text available
Previous research suggests that Pokémon Go can be employed as an intervention for promoting healthy behav- ior on a large scale. In contrast, some scholars expressed concerns about the long-term effects of this mobile game, indicating that the impact of the app on exercise is just moderate. We hypothesized that Pokémon Go users are more active, but...
Article
Full-text available
The present work explores whether self-objectification triggered by doing peculiar work activities would increase people’s conforming behavior. We conducted an experimental study in which participants (N = 140) were asked to perform a high objectifying activity (vs. low objectifying activity vs. baseline condition) simulating a real computer job. A...
Article
Full-text available
In this issue, (Ferguson, C. J., & Donnellan, B. D., Journal of Youth and and Adolescence, published online 21 June 2017) criticize one of our studies (Gabbiadini, A., Riva, P., Andrighetto, L., Volpato, C., & Bushman, B. J., PLoS ONE, 11: 1–14, 2016) that found violent sexist video games can reduce empathy for female violence victims in male playe...
Article
Full-text available
Violent video game playing has been linked to a wide range of negative outcomes, especially in adolescents. In the present research, we focused on a potential determinant of adolescents’ willingness to play violent video games: social exclusion. We also tested whether exclusion can predict increased aggressiveness following violent video game playi...
Article
Despite their popularity, strategy video games have been poorly studied in social science. Because strategy video games require long gaming sessions and planning and management of resources for reaching long-term goals, we assumed that they would function as a virtual training center for self-regulation abilities in everyday life. Adopting the Stre...
Article
Full-text available
Research has shown that exposure to violent media increases aggression. However, the neural underpinnings of violent-media-related aggression are poorly understood. Additionally, few experiments have tested hypotheses concerning how to reduce violent-media-related aggression. In this experiment, we focused on a brain area involved in the regulation...
Article
Full-text available
Background. One of the most problematic modes of alcohol consumption in young adults is risky drinking in single episodes, which typically takes place in social contexts. Several studies have applied the Theory of Planned Behaviour to drinking intentions and behaviour in young people. However, previous studies shows that this model lacks a "bridge"...
Article
The current work aims to extend the burgeoning literature on working objectification by investigating the effects of particular job activities on self-perception. By integrating relevant theoretical reflections with recent empirical evidence, we expected that performing objectifying (i.e., repetitive, fragmented and other-directed) tasks would affe...
Poster
Full-text available
Recentemente, la psicologia sociale ha mostrato come gli adolescenti riportino una marcata preferenza per contenuti mediatici violenti. Questo aspetto e’ particolarmente preoccupante, date le note conseguenze che tale esposizione comporta, quali un aumento delle tendenze aggressive, aumento di emozioni negative, diminuzione di empatiae minore pro-s...
Data
Pictures used to measure empathy toward a female victim of violence (for illustrative purposes only). Participants indicated how much pain they thought the girl was feeling, and how much they thought she was suffering (1 = not at all to 7 = very much; Cronbach α = .79). (DOCX)
Article
Full-text available
Empathy-putting oneself in another's shoes-has been described as the "social glue" that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among partici...
Article
Full-text available
Past research suggested that—from the perspective of perpetrators—animal metaphors are a powerful means to reinforce social exclusion and to foster hostile behaviors against the targets of social exclusion. In the current work, we focus on the consequences of this dehumanizing form of social exclusion from the perspective of victims. In two studies...
Poster
Full-text available
The present study investigates the effects of playing violent-sexist video games on empathy for female violence victims. Playing violent-sexist video games increased endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. The endorsement of masculine beliefs reduced empa...
Article
Full-text available
We summarize the main findings of Bushman, Gollwitzer, and Cruz (this issue), highlight its empirical contributions, and note interesting patterns and implications for future research. The results demonstrate the invalidity of the common claim that no consensus exists among experts on the reality of harmful media violence effects on children and ad...
Poster
Full-text available
Being excluded from a desired relationship or group causes negative emotions and triggers aggression (Twenge et al., 2001; Williams, 2009). But what happens when one is excluded from all humanity? History has shown that exclusion through dehumanizing animal metaphors has been one of the most important means to exclude others (e.g., Haslam & Loughna...
Article
Full-text available
Online video games are a popular leisure activity around the world; such virtual environments enable new ways for social identity to develop. This study investigated the motives affecting social identification processes in the massive multiplayer online role-playing game (MMORPG) World of Warcraft (WoW). In this video game, players interact with ot...
Poster
Full-text available
The present research examines the effects of violent video games on three immoral behaviors: lack of self-control, cheating, and aggression. We hypotesized that people high in moral disengagement may be more affected by violent video games than others.
Article
Full-text available
Violent video games glorify and reward immoral behaviors (e.g., murder, assault, rape, robbery, arson, motor vehicle theft). Based on the moral disengagement theory, we predicted that violent games would increase multiple immoral behaviors (i.e., lack of self-control, cheating, aggression), especially for people high in moral disengagement. High sc...
Article
Full-text available
Violent video games glorify and reward immoral behaviors (e.g., murder, assault, rape, robbery, arson, motor vehicle theft). Based on the moral disengagement theory, we predicted that violent games would increase multiple immoral behaviors (i.e., lack of self-control, cheating, aggression), especially for people high in moral disengagement. High sc...
Article
Full-text available
Online video games are a popular leisure activity around the world; such virtual environments allow new ways for social identity to develop. This study investigates the motives affecting social identification processes in the Massive Multiplayer Online Role-Playing Game (MMORPG) World of Warcraft (WoW). In this video game, players interact with oth...
Poster
Full-text available
We investigated the motivations that in uence the binge drinking using the Model of Goal directed Behavior theoretical frameworks (MGB, Perugini & Bagozzi, 2001) considering also the in uences of the reference group.
Article
Full-text available
Abstract The survival of a virtual community is guaranteed by the users' creation of content. However, the literature has found that the percentage of users who create innovative content is very modest. The content contribution process can also be interpreted as a social collective action in which we-intentions play a primary role. Nevertheless, so...
Article
Full-text available
Several studies have repeatedly shown that violent/action video games increase aggressive tendencies. The present study provides preliminary evidence that exposure to these games also affects the process of moral disengagement. High school students (N = 385) were recruited, and the impact of both recency and frequency of their exposure to the video...
Thesis
Full-text available
The main aim of this dissertation is to examine in depth some aspects of the participation process to a virtual community. We used the model of goal-directed behavior (MGB, Perugini & Bagozzi, 2001) to investigate the role of motivational factors in the processes of active contribution and use of web community resources in online communities. Given...
Article
The semantics of the communication in Internet is different from the one on printed paper, and this difference also persists in the administration of web surveys. In social psychology, and more generally in all the social science disciplines, there are few reviews and methodological studies available to a researcher describing the use of specific c...
Article
Full-text available
p> Italian Fascist propaganda was compared with contemporary right-wing material to explore how political propaganda depicts specific target groups in different historical periods. Taking the theory of delegitimization as the theoretical framework, we analyzed visual images concerning despised social groups used by the Fascist regime and current...
Article
Full-text available
Recalling the Italian colonial experience elicits the collective emotions of guilt, shame, and ingroup-focused anger. We expected that these emotions would predict different reparation intentions in favor of the colonized populations’ descendants. Students and non-students were recruited (N = 152) and asked to rate their emotions of collective guil...
Conference Paper
Full-text available
The paper presents a study about one of the most successful cases of social software: Wikipedia. In particular we focused on the investigation of some socio-psychological aspects related to the use of the Italian Wikipedia. In our study, we considered Wikipedia active users classified into three different roles: registered users, administrators, an...

Network

Cited By