La Gynevera de le clare donne di Giovanni Sabadino degli Arienti: un primo approccio

Resumen

Tra il 1489-1490, durante il periodo al servizio della famiglia Bentivoglio, Giovanni Sabadino degli Arienti scrisse la Gynevera de le clare donne, un catalogo contenente trentatré vite di donne esemplari dedicato a Ginevra Sforza Bentivoglio, moglie di Giovanni II. Nonostante la sua originalità, quest’opera non ha goduto di un grande interesse da parte della critica fino ai giorni nostri. In questo contributo ci proponiamo di offrire una descrizione generale dell’opera, sottolineando i principali tratti per cui si potrebbe dire originale all’interno del genere di appartenenza.

  • Referencias
  • Cómo citar
  • Del mismo autor
  • Métricas

Kevin Smith and Anderson badk, “Video Game Industry: Insight View, 2015.

Video Game in 21st Century Report, Stephen E. Siwek.

Computer Animation and Gaming Industry, Adeel Ghayur.

Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, And Research Opportunities, Journal of marketing, Volume 27, Issue 3, August 2014, Pages 141-157.

Video game market report, Woodside capital partners.

Aarseth, E., Bean, A. M., Boonen, H., Carras, M. C., Coulson, M., Das, D., . . . Rooij, A. (2017). Scholars’ open debate paper on the World Health Organization ICD-11 gaming disorder proposal. Journal of Behavioral Addictions, 6, 267–270. doi:10.1556/2006.5.2016.088

Anderson, C. A., Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 353–359. doi:10.1111/1467-9280.00366

Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., . . . Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136, 151–173. doi:10.1037/a0018251

Bieryla, K. A., Dold, N. M. (2013). Feasibility of Wii Fit training to improve clinical measures of balance in older adults. Clinical Interventions in Aging, 8, 775–781. doi:10.2147/CIA.S46164

Bijvank, M. N., Konijn, E. A., Bushman, B. J. (2012). “We don’t need no education”: Video game preferences, video game motivations, and aggressiveness among adolescent boys of different educational ability levels. Journal of Adolescence, 35, 153–162.

Brand, J. E. (2012). National research prepared by Bond University for the Interactive Games and Entertainment Association: School of Communication and Media. Retrieved from www.igea.net/wp-content/uploads/2011/10/DA12FinalLinkVideo.pdf

Calvert, S. L., Appelbaum, M., Dodge, K. A., Graham, S., Nagayama Hall, G. C., Hamby, S., . . . Hedges, L. V. (2017). The American Psychological Association Task Force assessment of violent video games: Science in the service of public interest. American Psychologist, 72, 126–143.

Carras, M. C., Van Rooij, T., Van De Mheen, D., Musci, R., Xue, Q. L., Mendelson, T. (2017). Video gaming in a hyperconnected world: A cross-sectional study of heavy gaming, problematic gaming symptoms, and online socializing in adolescents. Computers in Human Behavior, 68, 472–479. doi:10.1016/j.chb.2016.11.060

Coyne, S. M., Warburton, W. A., Essig, L. W., Stockdale, L. A. (2018). Violent video games, externalizing behavior, and prosocial behavior: A five-year longitudinal study during adolescence. Developmental Psychology, 54, 1868–1880. doi:10.1037/dev0000574

Dishman, K. R., Buckworth, K. J. (1996). Increasing physical activity: A quantitative synthesis. Medicine & Science in Sports & Exercise, 28, 706–719. doi:10.1097/00005768-199606000-00010

Dodge, R., Daly, A. P., Huyton, J., Sanders, L. D. (2012). The challenge of defining wellbeing. International Journal of Wellbeing, 2(3). doi:10.5502/ijw.v2i3.4

Domahidi, E., Breuer, J., Kowert, R., Festl, R., Quandt, T. (2018). A longitudinal analysis of gaming- and non-gaming-related friendships and social support among social online game players. Media Psychology, 21, 288–307. doi:10.1080/15213269.2016.1257393

Douris, C. P., McDonald, C. B., Vespi, C. F., Kelley, C. N., Herman, C. L. (2012). Comparison between Nintendo Wii Fit aerobics and traditional aerobic exercise in sedentary young adults. Journal of Strength and Conditioning Research, 26, 1052–1057. doi:10.1519/JSC.0b013e31822e5967

Dupuis, E. C., Ramsey, M. A. (2011). The relation of social support to depression in massively multiplayer online role-playing games. Journal of Applied Social Psychology, 41, 2479–2491. doi:10.1111/j.1559-1816.2011.00821.x

Durkin, K., Barber, B. (2002). Not so doomed: Computer game play and positive adolescent development. Journal of Applied Developmental Psychology, 23, 373–392. doi:10.1016/S0193-3973(02)00124-7

Elson, M., Ferguson, C. J., Gregerson, M., Hogg, J. L., Ivory, J., Klisanin, D., . . . Wilson, J. (2019). Do policy statements on media effects faithfully represent the science? Advances in Methods and Practices in Psychological Science, 2, 12–25. doi:10.1177/2515245918811301

Entertainment Software Association . (2017). 2017 essential facts about the computer and video game industry. Retrieved from https://www.theesa.com/esa-research/2017-essential-facts-about-the-computer-and-video-game-industry/

Ewoldsen, D. R., Eno, C. A., Okdie, B. M., Velez, J. A., Guadagno, R. E., Decoster, J. (2012). Effect of playing violent video games cooperatively or competitively on subsequent cooperative behavior. Cyberpsychology, Behavior, and Social Networking, 15, 277–280. doi:10.1089/cyber.2011.0308

Ferguson, C. J. (2015). Do angry birds make for angry children? A meta-analysis of video game influences on children’s and adolescents’ aggression, mental health, prosocial behavior, and academic performance. Perspectives on Psychological Science, 10, 646–666.

Ferguson, C. J., Barr, H., Figueroa, G., Foley, K., Gallimore, A., Laquea, R., . . . Garza, A. (2015). Digital poison? Three studies examining the influence of violent video games on youth. Computers in Human Behavior, 50, 399–410. doi:10.1016/j.chb.2015.04.021

Ferguson, C. J., Miguel, C. S., Garza, A., Jerabeck, J. M. (2012). A longitudinal test of video game violence influences on dating and aggression: A 3-year longitudinal study of adolescents. Journal of Psychiatric Research, 46, 141–146. doi:10.1016/j.jpsychires.2011.10.014

Furuya-Kanamori, L., Doi, S. A. (2016). Angry birds, angry children, and angry meta-analysts: A reanalysis. Perspectives on Psychological Science, 11, 408–414.

Gao, X. M., Weng, L., Zhou, Y. H., Yu, H. L. (2017). The influence of empathy and morality of violent video game characters on gamers’ aggression. Frontiers in Psychology, 8, Article 1863. doi:10.3389/fpsyg.2017.01863

Rodríguez-Mesa, F. J. (2020). La Gynevera de le clare donne di Giovanni Sabadino degli Arienti: un primo approccio. Revista de la Sociedad Española de Italianistas, 14, 27-34. https://revistas.usal.es/dos/index.php/1576-7787/article/view/26857

Artículos similares

1-10 de 252

También puede Iniciar una búsqueda de similitud avanzada para este artículo.

+ −