Vol. 5 No. 2 (2023): July - Decembre 2023
Integrated therapy

Digital Wellness vs wellness in the Digital

Maura Perrone
ricercatrice indipendente

Published 2023-12-07 — Updated on 2023-12-11



  • digital wellness; app; integration

How to Cite

Maciariello, G., Bucciarelli, F., Glorioso, A., Giangrande, A., De Blasi, A. ., Maciariello, P., & Perrone, M. (2023). Digital Wellness vs wellness in the Digital. Phenomena Journal - International Journal of Psychopathology, Neuroscience and Psychotherapy, 5(2), 143–148. https://doi.org/10.32069/PJ.2021.2.199 (Original work published December 7, 2023)


What is the relationship between digital well-being and digital well-being? Although belonging to two similar semantic fields, the first of the two expressions refers to the set of resources (personal and collective), tools, apps and technical-regulatory measures, created by those who design the web and its contents, to ensure that people surf the web according to the principles of safety and well-being;  the second focuses more on the direct action of people in the digital world and calls into question the critical and reflective abilities of individuals in moving in any type of environment, whether real or virtual. Digital well-being is above all the result of the work of those who have the task of making the experience of using the virtual world as comfortable as possible. Well-being in the digital world is a volitional, cognitive and heuristic act during which, starting from the identification of our needs and desires, we try to find their satisfaction in the digital world. While on the one hand the application of ergonomic principles to the construction of digital spaces is fundamental for promoting digital well-being, on the other hand there are different types of Apps that offer users various types of well-being experiences. However, it is of fundamental importance to combine the development of personal skills of an affective and cognitive nature with the construction of person-centred digital habitats in order to guarantee the well-being of people who, partially or totally, inhabit the virtual world.


  1. Woolf, N. (2021). Building Social-Emotional Skills With Technology: How to Use SEL to Cultivate Digital Wellness. Digital Wellness Lab. https://digitalwellnesslab.org/articles/building-social-emotional-skills-with-technology-how-to-use-sel-to-cultivate-digital-wellness/
  2. Twenge, J. M., Campbell, W.K., & Campbell, S. M. (2018). Decreases in psychological well-being among American adolescents after 2012 and links to screen time during the rise of smartphone technology. Emotion, 18 (6), 765-780.
  3. Spaccarotella M.(2020). Il piacere digitale. Giunti, Firenze
  4. Primack, B.A., Shensa, A., Sidani, J.E., Whaite, E.O., Lin, L.Y., Rosen, D., Colditz, J.B., Radovic, A., Miller, E. (2017). Social Media Use and Perceived Social Isolation Among Young Adults in the U.S. Am J Prev Med. 2017 doi:10.1016/j.amepre.2017.01.010. Epub 2017 Mar 6. PMID: 28279545; PMCID: PMC5722463.
  5. Sala, A., Punie, Y., Garkov, V. e Cabrera Giraldez, M., (2020). The European Framework for Personal, Social and Learning to Learn Key Competence. LifeComp. Ufficio delle pubblicazioni dell'Unione europea. Lussemburgo. ISBN 978-92-76-19418-7, doi:10.2760/302967, JRC120911.
  6. LifeComp. (2018). The European framework for the personal, social and learning to learn key competence. https://joint-research-centre.ec.europa.eu/lifecomp_en
  7. DIGICOMP 2.2. (2023). Il quadro delle competenze digitali per i cittadini. https://repubblicadigitale.innovazione.gov.it/digicomp-parla-italiano/
  8. Eusebio, M. G. (2022). Il problema dell'altro: psicologia dei media tra identità e alterità. FrancoAngeli.
  9. Benvenuti, L. (2008). Lezioni di Socioterapia. Baskerville, Bologna, p. 237. ISBN: 9788880007012.
  10. ibidem, p. 239
  11. ibidem, p. 239
  12. De Kerckhove, D. (2001). The Architecture of intelligence. Birkhäuser Basel. Boston; trad. it. Palombo, M. (2001). L’architettura dell’intelligenza. La rivoluzione informatica. Testo & immagine. Torino. ISBN 8883820398, 9788883820397.
  13. Bandura, A. (1997). Self-efficacy: The exercise of control. W H Freeman/Times Books/ Henry Holt & Co.
  14. Rotter, J. (1966). Generalized expectancies for internal versus external control of reinforcement. Psychological Monographs 80 (1), 1–28).
  15. Russo, F., Ceria, R., Jarach, J., Laglia, C., Lombardi, L., Isola, L. (2020). Internet addiction disorder: nuova emergenza nel mondo dell’infanzia e dell’adolescenza. In: Quaderni Di Psicoterapia Cognitiva. Vol. 47. ISSN: 1127-6347.
  16. Norman, D. (2015). La caffettiera del Masochista. Giunti Editore, Firenze.
  17. Nielsen, J. (1994a). Migliorare il potere esplicativo delle euristiche di usabilità. Proc. ACM CHI'94 Conf. (Boston, MA, 24-28 aprile), 152-158.
  18. Nielsen, J. (1994b). Valutazione euristica. In Nielsen, J. e Mack, RL (a cura di), Usability Inspection Methods. John Wiley & Sons, New York, NY.
  19. Zolotova, M., Giambattista, A. (2019). Designing Cognitive Ergonomics. Ergonomics of human-system interaction — Part 210: Progettazione centrata sull'uomo per sistemi interattivi. ISO 9241-210:2019. https://www.iso.org/standard/77520.html
  20. Ave Informatica. (2021). Human conterei design: la nostra metodologia. https://www.waveinformatica.com/news/approfondimenti/human-centered-design-metodologia/#:~:text=%E2%80%9 CIl%20design%20 centrato%20sull'uomo,conoscenze%20e%20tecniche%20 di%20 usabilità%C3%A0
  21. Organizzazione Internazionale per la Normazione (ISO). (2019). Ergonomics of human-system interaction — Part 210: Human-centred design for interactive systems. https://www.iso.org/standard/77520.html
  22. Benvenuti, L. (2008). Lezioni di Socioterapia. Baskerville. Bologna. pag. 167.