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Benedetta Di Gruttola

Biographic Data

ID7963600
NAMEBenedetta Di Gruttola
GIVEN NAMESBenedetta
FAMILY NAMEDi Gruttola
SIGNATUREDI GRUTTOLA B
AFFILIATIONSASL Roma
VERIFIEDNo
TOTAL WORKS3
TOTAL CITATIONS0
AUTHOR COUNT3
EDITOR COUNT0
FIRST PUBLICATION YEAR2025
LATEST PUBLICATION YEAR2025
H-INDEX0
  • Gamification in Psychiatry

    Open Access•Ernesta Panarello, Annarita Vignapiano et al.•ARTICLE•International Journal of Social…•2025

    BACKGROUND: Gamification, the strategic application of game design elements in non-game environments, has become increasingly prominent in digital mental health. It aims to enhance user engagement, motivation, and adherence through mechanisms such as points, feedback systems, rewards, and narrative frameworks. While it shows promise in promoting therapeutic engagement, the empirical foundation of its use in psychiatric treatment remains limited. …

  • Case Report

    Open Access•Francesco Monaco, Annarita Vignapiano et al.•ARTICLE•Frontiers in Psychiatry•2025

    The intersection of psychiatry and medicine presents unique diagnostic and ethical challenges, particularly for conditions involving significant brain-body interactions, such as psychosomatic, somatopsychic, and complex systemic disorders. This article explores the historical and contemporary issues in diagnosing such conditions, emphasizing the fragmentation of medical and psychiatric knowledge, biases in clinical guidelines, and the mismanageme…

  • Proximity-based solutions for optimizing autism spectrum disorder treatment

    Open Access•Annarita Vignapiano, Francesco Monaco et al.•ARTICLE•Frontiers in Psychiatry•2025

    Autism Spectrum Disorder (ASD) affects millions of individuals worldwide, presenting challenges in social communication, repetitive behaviors, and sensory processing. Despite its prevalence, diagnosis can be lengthy, and access to appropriate treatment varies greatly. This project utilizes the power of Artificial Intelligence (AI), particularly Machine Learning (ML) and Deep Learning (DL), to improve Autism Spectrum Disorder diagnosis and treatme…

No prominent works on this page.

  • Gamification in Psychiatry

    Open Access•Ernesta Panarello, Annarita Vignapiano et al.•ARTICLE•International Journal of Social…•2025

    BACKGROUND: Gamification, the strategic application of game design elements in non-game environments, has become increasingly prominent in digital mental health. It aims to enhance user engagement, motivation, and adherence through mechanisms such as points, feedback systems, rewards, and narrative frameworks. While it shows promise in promoting therapeutic engagement, the empirical foundation of its use in psychiatric treatment remains limited. …

  • Case Report

    Open Access•Francesco Monaco, Annarita Vignapiano et al.•ARTICLE•Frontiers in Psychiatry•2025

    The intersection of psychiatry and medicine presents unique diagnostic and ethical challenges, particularly for conditions involving significant brain-body interactions, such as psychosomatic, somatopsychic, and complex systemic disorders. This article explores the historical and contemporary issues in diagnosing such conditions, emphasizing the fragmentation of medical and psychiatric knowledge, biases in clinical guidelines, and the mismanageme…

  • Proximity-based solutions for optimizing autism spectrum disorder treatment

    Open Access•Annarita Vignapiano, Francesco Monaco et al.•ARTICLE•Frontiers in Psychiatry•2025

    Autism Spectrum Disorder (ASD) affects millions of individuals worldwide, presenting challenges in social communication, repetitive behaviors, and sensory processing. Despite its prevalence, diagnosis can be lengthy, and access to appropriate treatment varies greatly. This project utilizes the power of Artificial Intelligence (AI), particularly Machine Learning (ML) and Deep Learning (DL), to improve Autism Spectrum Disorder diagnosis and treatme…

Medicine (2 works) · Psychiatry (2 works) · Psychology (2 works) · Artificial Intelligence (1 works) · Autism (1 works) · Autism spectrum disorder (1 works) · Autism Spectrum Disorder Research (1 works) · Computer Science (1 works) · Digital Mental Health Interventions (1 works) · Educational Games and Gamification (1 works)

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