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5

Elementa
Intersections between Philosophy, Epistemology 
and Empirical Perspectives

3 
(2023) 

1-2

The Gift

Edited by Francesco Fistetti

Francesco Fistetti
Editorial – What Is the Gift Paradigm? A Reading Guide 7

First Section

Alain Caillé
Recent Extensions of the Gift 15

Jacques T. Godbout
The Enduring Relevance of Mauss’ Essai sur le don 43

Francesco Fistetti
The Gift Paradigm: Towards a Science of “total social facts” 59

Annalisa Caputo
Ricœur, Gift and Poetics 81

Second Section

Andreana Lavanga - Francesco Sulla
Praise as a Gift in the Relationship between Teachers 93 
and Their Students

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Anna Daniela Savino
The Gift of Desire: The “inner voice” between Neuroscience 105 
and Theory of Attachment

Various

Roberta Baldini - Maria Grazia Mada Logrieco
The Gifted Student: Gifts and Talents Development 125

Alessandro De Santis - Stefania Fantinelli
Digital Well-Being as a New Kind of Adaptation 135 
to the New Millennium Needs: A State-of-the-Art Analysis

Salvatore Iuso - Pia Marinaro
Education and Culture: Pluralism in the Age of Globalization 153

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135

Digital Well-Being as a New Kind 
of Adaptation to the New Millennium 
Needs: A State-of-the-Art Analysis
Alessandro De Santis - Stefania Fantinelli
Università degli Studi di Foggia (Italy)

doi: https://doi.org/10.7358/elementa-2023-0102-safa
 alessandro.desantis2@unifg.it
 stefania-fantinelli@unifg.it

Abstract

Since technology has been entering into human beings’ everyday life, individuals estab-
lished a deep relationship with digital technology, thus an embodied link between people 
and digital instruments has been born. This is particularly evidenced by recent literature 
about screen time (duration of time spent by the individual in using electronic/digital 
media like television, smartphone, tablet or computer), it significantly influences dif-
ferent human beings’ dimensions: physical, psychological and neurological functions. 
Impact of digital technology on human beings can be considered as a result of syntonic 
functioning in order to improve different people’s life areas (e.g., work, social or intimate 
relationship, learning), while the dystonic relationship is evidenced as a result of human 
addiction to digital technology. The present study aims to provide a cognitive and social 
psychology perspective on how screen time is changing our existences, defining digital 
technology as a gift which people should be aware of in terms of positive but even negative 
consequences in everyday life.

Keywords: adaptation; cognitive function; digital technology; digital well-being; 
embodiment; functioning; touch screen; well-being.

1. Introduction

The advent of digital technology has revolutionized communication, 
education, healthcare, entertainment, and various other facets of modern 

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life. Digital devices have made the world more accessible, allowing us to 
connect with people globally, access a wealth of information instantane-
ously, and perform tasks with unprecedented efficiency. Moreover, they 
have played a pivotal role in addressing societal challenges, such as bridging 
geographical distances and enabling remote work and education. Digital 
technology represents the new frontier of human beings and the contribu-
tion given by smartphone use in people’s ordinary life is a matter of fact 
(Dienlin & Johannes, 2022). People in world which are actually own a 
smartphone are about 7.33 billion (Statista, 2023) and confronting this 
approximal number with the world population (8 billion more or less) 1 
is possible to affirm that the entire planet possesses a digital device such a 
smartphone, tablet etc.

However, the excessive use of digital devices and the consequent 
increase in screen time have raised concerns about their impact on human 
well-being. Studies have suggested potential negative effects, including dig-
ital addiction (APA, 2022), disrupted sleep patterns (Parent et al., 2016), 
decreased physical activity (Pérez-Farinós et al., 2017), and adverse effects 
on mental health (Wood & Scott, 2016), especially among younger gen-
erations. Thus, it is imperative to strike a balance between harnessing the 
benefits of technology and mitigating its potential drawbacks.

Now the point is, technological digital devices have undoubtedly 
enriched our lives in numerous ways, offering a plethora of opportuni-
ties and conveniences, representing what can be defined as a proper gift. 
Nevertheless, critical consideration regarding screen time and its effects on 
human well-being remains a crucial need.

Is it possible to foster a mindful approach to screen time? In this way, 
technological digital devices would continue to serve as a valuable gift to 
humanity rather than a double-edged sword.

We also may ask: why is it necessary to consider digital device usage in 
terms of screen time? What are specific human beings’ domains influenced 
by screen time? Understanding the real consequences and role assumed by 
digital devices in people’s structural functioning, can it be useful to depict 
a mindful approach to screen time?

To point out these questions, terminological premises are required. 
Relevant discoveries in clinical neuroscience (O’Regan & Noë, 2001), 
philosophy (Putnam, 1982), clinical psychology (Riva et al., 2016) and 
phenomenological psychiatry (Galimberti, 2006; De Preester, 2010), are 
underlining the role assumed by our body in interaction with the world 
(Arzy et al., 2006) of things and objects. In this sense, embodiment theory 

 1  https://www.census.gov/popclock/world

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gets a fundamental assumption about the continuum established between 
the physical nature of human beings and his cognitive abilities to interact 
with the world (e.g., language) (Fodor, 1983b).

Fodor (1983b) can be considered one of the main authors in the 
field of embodiment theory. Jerry Fodor’s book, The modularity of mind 
(1983b), presents an attempt to create a framework for a theory of the 
mind. Fodor acknowledges that such a theory must view the mind as a 
physical entity, rather than simply a collection of cognitive functions that 
cannot be understood as structural and tangible properties of the mind.

Fodor’s Modularity (1983b) can be regarded as a taxonomy of mental 
processes. To overcome the inherent limitations of psychological research, 
it is most advantageous to conceptualize the cognitive components of the 
mind as modular. These cognitive modules connect to the various outputs 
of sensory transduction and conduct various computations on them. The 
outcome of these computations implies that sensory outputs are trans-
formed into a format that the remainder of the mind can process, thereby 
enhancing the comprehensibility of this type of input. The natural pro-
gression of the current theory is associated with a particular approach to 
cognitive psychology known as Embodied Cognition. Lakoff and Johnson 
(1987; 1999) have demonstrated how our entire spectrum of physical and 
emotional experiences can form the foundation of our Embodied Cogni-
tion. Psychologists often assert that intricate cognitive processes like lan-
guage and comprehension can be viewed as the outcomes of “interactions” 
among various reservoirs of cultural knowledge. They are in the process 
of developing a model that represents these interactive processes, utiliz-
ing formalisms such as production systems (Anderson, 1983) and parallel 
distributed processing schemes.

A new research approach has been developing in recent years, exem-
plified by Social Cognition (Salvatore et al., 2018; Salvatore et al., 2022). 
It is rooted in a theoretical model of the human mind based on human 
knowledge, which may be biologically organized as input systems (Scarr, 
1985). The relationship between the body and technology is particularly 
evident in the works of Riva and colleagues (Parsons, Gaggioli, & Riva, 
2017). According to neuroscience (Moseley et al., 2012; Gallace et al., 
2014), the body matrix represents the self in relation to space and plays a 
crucial role in maintaining the integrity of the body, both at the homeo-
static and psychological levels. It supervises the cognitive and physiological 
resources necessary to protect the body and the space around it. Research 
shows that the body matrix can be altered through the use of virtual reality 
technology (Riva et al., 2016; Parsons, Gaggioli, & Riva, 2017), leading to 
the emergence of a new research field called Embodied Medicine.

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After this premise, it is reasonable to think that human-machine rela-
tion is a point of interest in literature and in our contemporary world. To 
better clarify the focus, when discussing digital technology, this contribu-
tion specifically addresses the issue of portable digital devices. Aim of the 
present paper is to offer some thoughts and reflections, by the cognitive 
and social psychology perspective, on how screen time is changing our way 
to be in the world, underlining the fact that digital technology could be 
considered as a gift which people should be aware of in terms of positive 
but even negative consequences in everyday people functioning.

2. People functioning as a terminological fact

In Cognitive Psychology, one of the most important things to evaluate is 
about how people do work, how they get in touch with the world, and 
what is their functioning in their different living areas. 

When psychologists use “function” as a term, it means any organism 
activity which is useful to preserve individual life and species conservation 
(Galimberti, 2010). Processes and behavior which are unfavorable are indi-
cated as “dysfunction”. Despite this general definition, the term “function” 
assumes a specific means in relation with the framework model which is 
considered for. 

In fact, “function” can be considered as a mathematical term to define 
correspondence between two variables, but it can even be applied to Ego-
Psychology in order to define the autonomous function of Ego (Hartmann, 
1936). This kind of function can be better understood as simple and inde-
pendent activity (e.g., to breath, to walk, to talk) which are emancipated 
by instinctive reflexes. These activities that can be considered a part of the 
autonomous function of Ego are even known as habits and capacity, primar-
ily linked to biological-instinctual links, which tend to function autono-
mously (Allport, 1955).

This epistemological background must not be considered as an 
abstracted notion. In fact, recent psychiatrists and clinical psychologists, 
still refer to people functioning in order to define a mental disease. 

A mental disorder (APA, 2022) is a syndrome characterized by a clini-
cally significant alteration in an individual’s cognition, emotion regulation, 
or behavior, reflecting a dysfunction in the psychological, biological, or 
developmental processes underlying mental functioning. Mental disorders 
are usually associated with a significant level of distress or disability in 
social, occupational or other important areas. This definition contains an 
element of tautology (a mental disorder is what is “clinically significant”), 

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a very difficult element to detect in the current state of knowledge (that 
there is a “dysfunction in the processes underlying mental functioning”) 
and a common element in a variety of mental health problems (causing 
significant distress or disability).

In short, to summarize the concept of mental functioning, it is a 
theoretical structure characterized by different cognitive processes that 
allows people to interact with different life areas (e.g., occupational or 
other important areas).

Giving this brief overview of what functioning means from a cogni-
tive perspective, it is possible to introduce other perspectives on people’s 
functioning and well-being taking account of digital technology influence.

3. Embodied Cognition: a new way of considering 
people presence in world

Embodied Cognition (EC) is a research area that centers on cognitive sci-
ence, incorporating bodily functions as a critical component of cognition 
(Shapiro, 2007). EC posits that our perception of reality is influenced by 
the interactions among our mind, body, and environment.

This relationship can be summed-up into self-other schemata, as an 
organizational meaning system at the highest level of abstraction (Salvatore 
et al., 2023). These schemata, which help people to interpret world and 
so function and guarantee their presence in world, is based on the psy-
choanalytic view of the self as endowed with an inner world consisting of 
primitive and unconscious patterns of embodied meaning emerging from 
the generalization of the early relational experiences with caregivers (Klein, 
1967; Bowlby, 1969; Stern, 1999) and shaping the experience of the object 
(i.e., the global class of what is other-from-the-self ). This new concept 
contrasts with that of scientific literature that concerns reality shaped by 
our mind, because the mind manipulates the body through abstract sym-
bols (e.g., modules) (Fodor, 1983a; Shapiro, 2007).

EC cannot be considered as a predictive theory but it gives to new 
technological devices (e.g., virtual reality – VR) researchers an opportunity 
to revisit a neglected concept about how people consider to be in presence 
in a physical context. 

The literature provides evidence for two types of experimental sup-
port for EC: behavioral and neurological.
• Neurological evidence and findings are based on the assumption that 

objects and movements that activate the same neuronal systems are 
“linked” by the brain (Keysers & Gazzola, 2009). In this sense the cogni-

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tive representation of the object is intrinsically linked to the way the 
subject uses its body to manipulate the object. They are not two separate 
symbols pieced together by the mind for action, but are bound together 
in the same schemata (Rizzolatti & Gentilicci, 1988). 

• The behavioral examples are more straightforward and demonstrate a 
clear link between either sensory perception and cognitive perception 
or motor action and cognitive perception (Williams & Bargh, 2008). 
In an unrelated study, finding shows that sitting upright influences how 
people are feeling pride in an achievement. A second study found that 
contraction of the forehead muscles influenced subjects’ perceptions of 
how hard they worked on a task (Stepper & Strack, 1993). There is also 
a demonstrated link between body movements and improved problem-
solving performance (Thomas & Lleras, 2009). 

Previous examples reveal the extent to which the body, mind, cog-
nitive, and emotional states are all involved. In short, mental schemata 
of environmental objects via the way in which we manipulate them (Riz-
zolatti & Gentilucci, 1988) and encode our own bodily movements and 
perceive others’ movements using the same set of neurons (Keysers & Gaz-
zola, 2009). Behaviorally, our body positioning and use impacts our social 
observations (Williams & Bargh, 2008), feedback acceptance and task 
performance recall (Stepper & Strack, 1993), and improves performance 
on cognitive tasks (Thomas & Lleras, 2009). 

Additionally, we now have a framework that can be used to guide 
psycho-physiological instrument-based research on presence in the world. 
For example, it may be possible to use functional near infrared spectros-
copy (fNIRS) and electroencephalography (EEG) (Hirshfield et al., 2009) 
to measure users’ engagement, mental workload, and response inhibitions 
in virtual environments to see if the affordances are working as intended.

Psycho-social embodiment directly affects self-presence and social 
presence, and may serve as a moderating variable for physical presence. As 
has just been seen, the brain creates multiple multisensory simulations to 
predict: (a) upcoming sensory events both inside and outside the body, and 
(b) the best action to deal with the impending sensory events. 

Moseley et al. (2012) suggested that simulations, such as avatar expe-
rience, are integrated with sensory data in the “body matrix” which is a 
superstructure multisensory representation of the body and physical space. 
Specifically, the contents of the body matrix are defined by top-down pre-
dictive signals, integrating the multisensory (e.g., motor and visceromotor) 
simulations of causes and perceived sensory events. The different simula-
tions are then ranked and included in the body matrix according to their 
relevance for the intentions of the self (selective attention). At the same 

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time, the content and the priority of the different simulations are corrected 
by bottom-up prediction errors that signal mismatches between predicted 
and actual contents of sensory events (Riva, 2017).

Based on the ideas of Embodied Cognition, we argued that afforded 
embodiment is an appropriate framework for exploring avatar functional-
ity and presence (Costa et al., 2013). 

4. A psychosocial perspective on the relation 
human-digital device

Social Exchange Theory (SET) is a foundational framework in Social 
Psychology (Worchel et al., 1983) that deals with interpersonal interac-
tions encompassing behavior, affection, products, and communication 
(Homans, 1961; Blau, 1968). SET conceptualizes interpersonal inter-
actions somewhat akin to economic exchanges: individuals choose to 
participate in these exchanges only if their anticipated “rewards” from 
them outweigh their “costs” or, at the very least, meet their expectations 
and surpass alternative investments (Homans, 1961; Kelley & Thibaut, 
1985). Consequently, SET regards interpersonal interaction as a rational 
process involving a series of cost-benefit analyses. This psychological per-
spective, rooted in the concept of reciprocity and cost-benefit analysis, 
posits that individuals engage in social interactions and relationships with 
the expectation of receiving rewards and minimizing costs. When applied 
to the realm of digital technology, it becomes evident that users often 
form relationships with their devices based on a similar set of principles. 
People invest time, attention, and personal data into their digital inter-
actions with the expectation of receiving rewards such as information, 
entertainment, convenience, or social connection. However, there are 
also costs involved, including potential privacy concerns, time spent in 
front of screens, and the risk of addiction. By using the SET, researchers 
can explore how these cost-benefit calculations shape the ways in which 
individuals interact with and rely on digital devices, shedding light on the 
evolving dynamics of this pivotal human-technology relationship in the 
modern digital age.

An interesting kind of perspective on SET theory has been developed 
by Gefen and colleagues (1998). They interpreted SET as a framework 
theory for Technological Acceptance Model that suggests how the per-
ceived usefulness (PU) of technological devices and the perceived ease of 
use (PEOU) of an information system (IS) are major determinants of its 
use (Gefen & Keil, 1998). This study implies that a constructive social 

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exchange may be a crucial factor affecting successful digital device imple-
mentation, and should, therefore, become an important extension of the 
Technological Acceptance Model (TAM). Moreover, the TAM overlooks 
the social exchange element of software development and how this social 
context influences users’ perceptions.

Another important psychosocial paradigm that is worth mentioning 
in order to better contextualize the relationship between human beings and 
digital devices is the Use & Gratification Theory (U&G) (Cantril, 1942). 
During the 1950s and 1960s researchers operationalized many social and 
psychological variables which were assumed to be precursors of different 
patterns of gratification due to consumption (Wimmer & Dominick, 
1994). At the light of new technologies industry mass production, there 
has been an alteration to exposure patterns of many media consumers 
(Finn, 1997). Many researchers have applied U&G Theory to a wide range 
of newly popularized media technologies (Ruggero, 2014). In a study 
made by Camilleri and colleagues (2021) finding shows that individuals’ 
perceived usefulness and ease of use of online streaming services were sig-
nificant antecedents of their intentions to use the mentioned technologies. 
Moreover, this study suggests that the research participants sought emo-
tional gratifications from online streaming technologies, as they allowed 
them to distract themselves into a better mood and to relax in their leisure 
time. Evidently, they were using them to satisfy their needs for information 
and entertainment.

To conclude this psychosocial overview, it is essential to mention the 
Computer as Social Actors paradigm. This paradigm argues that people 
react mindlessly to media agents and, therefore, communicate with them 
similarly to how they would interact with another human. This implies 
that human users have a pre-existing mental model of how they would 
communicate with another human in a similar situation (Nass & Moon, 
2000). These mental models for interacting with others are referred to as 
social scripts (Honeycutt & Bryan, 2011; Schank & Abelson, 2013).

At the light of presented evidence, it is possible to understand how 
digital technology is penetrating people’s ordinary lives. However, thanks 
to social psychology, the theoretical framework is able to explain the 
reciprocity between human and digital devices. Digital technology is now 
identified as a gift made by the same human being’s existence and it is actu-
ally changing the way people’s presence in the world is considered.

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5. Consequences of screen time

Kind of consequences linked to screen time can be summed up into 4 
possible consequences which are physical, neurological, psychological and 
social adverse consequences. Here are some literature examples.
• Social and psychological consequences – The association between digital 

media and sleep duration and quality relates to infancy through adoles-
cence (Parent et al., 2016). Novel findings suggest an inverse association 
between sleep duration and subsequent screen time. A longitudinal study 
of 4-8-year-olds found that short sleep time can promote a following-day 
fatigue, thus leading to more screen viewing sedentary behavior. Depres-
sion represents a growing public health concern and is a prevalent disease 
among adolescents. Findings have linked overall screen time to depres-
sion and suicidal behavior among adolescents (Wood & Scott, 2019).

• Physical consequences – The relation between screen time and obesity can 
be explained by reduced sleep and physical inactivity and by exposure 
to advertising which negatively affects youth’s dietary choices (Chahal et 
al., 2013; Mihrshahi et al., 2017). A survey among children aged 9-10 
associated three hours screen time or more to obesity (Nightingale et al., 
2017). Among types of digital media, bedroom TV viewing was more 
associated with obese children and adolescents (Mihrshahi et al., 2017; 
Pérez-Farinós et al., 2017) and with forming a cardiometabolic risk (Sta-
iano et al., 2013). Higher levels of sympathetic arousal were found in 
young adults (Hsieh & Hsiao, 2019) and among school-aged children 
with Internet addictive behavior to smartphone use. Considerable com-
puter screen viewing can lead to eye fatigue, blurred vision, eye dryness, 
headaches, and discomfort. Such symptoms can be a result of glare, poor 
lighting or improper viewing setting (Akinbinu & Mashalla, 2014).

• Neurological consequences – Li et al. (2019) found a relation between 
depressive symptoms and overall screen time among children in the age 
range of 5-18 who were using digital media for over two hours per day. 
Gaming related rewards were found to increase striatal dopamine release 
(Weiss et al., 2011), resulting in an induced feeling of pleasure. As a 
result, the user is inclined to adopt a craving behavior aimed at experi-
encing repeating short-term pleasures (Christensen, 2017). Considering 
what has been mentioned above, it is now possible to define what wellbe-
ing means for people who coexist with digital technology.

Well-being is a subcategory of mental health. Mental health is gener-
ally considered to consist of two parts: negative and positive mental health. 
Negative mental health includes subclinical negative mental health, such as 

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stress or negative affect, and psychopathology, such as depression or schizo-
phrenia. 

After explaining consequences of screen time on different dimensions 
of human beings it is possible to explain what implication digital technol-
ogy has on well-being and if it is possible to consider the well-being taking 
account of digital device usage.

Positive mental health is a synonym for well-being; it comprises 
hedonic well-being and eudaimonic well-being. Whereas hedonic well-
being is affective, focusing on emotions, pleasure, or need satisfaction, 
eudaimonic well-being is cognitive, addressing meaning, self-esteem, or 
fulfillment.

Tring to apply this definition to digital usage, it is possible to find 
that Google developed a new conceptual idea of what digital well-being 
means. 

Digital Well-being© is a Google toolkit product created by many 
experts which recommends self-awareness and reflection as an essential 
step in creating a balance with technology (Google, 2023). Google Teams 
created Android’s Digital Well-being tools to give people greater insight 
into how they use their smartphones thanks to different features such as 
flip to “Shhh”, “Wind Down”, and “App Timers” which aim to help people 
maintain focus, disconnect, and be more mindful of their whole family’s 
tech habits (Google, 2023).

To conclude, in accordance with the objective of the present paper 
which aims to give reflections, by the cognitive and social psychology per-
spective, on how screen time is changing our way to be in the world, at 
the light of mentioned and analyzed literature in present work, the rela-
tion between human and technological devices is an indisputable fact at 
the point that this link must now be focused on embodiment framework 
theory. This embodied relation is particularly evident by the use of virtual 
reality (VR) technology which is able to modify people’s sense of pres-
ence in space and time. VR related to the embodiment framework makes 
considerable questions on how technology is deeply changing people’s way 
to interact with ourselves, others and, in general, the physical world. Digi-
tal technology has got in touch with human beings’ adaptive functioning, 
giving people an opportunity to improve their everyday life. This opportu-
nity must be considered as a gift, however, more research is needed to really 
understand the reciprocity established between human beings and digital 
technology.

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Sitografia

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 https://wellbeing.google
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Riassunto

Da quando la tecnologia è entrata nella vita quotidiana degli esseri umani, gli indi-
vidui hanno stabilito un rapporto profondo con la tecnologia digitale, è nato così un 
legame incarnato tra persone e strumenti digitali. Ciò è particolarmente evidenziato 
dalla recente letteratura sullo screen time (durata del tempo trascorso dall’individuo 
nell’utilizzo di media elettronici/digitali come televisori, smartphone, tablet o com-
puter), che influenza in modo significativo diverse dimensioni dell’essere umano: fun-
zioni fisiche, psicologiche e neurologiche. L’impatto della tecnologia digitale sugli esseri 
umani può essere considerato come il risultato di un funzionamento sintonico volto a 
migliorare diversi ambiti della vita delle persone (ad esempio, lavoro, relazioni sociali 
o intime, apprendimento), mentre la relazione distonica è evidenziata come risultato 
della dipendenza umana da tecnologia digitale. Il presente studio si propone di fornire 
una prospettiva di psicologia cognitiva e sociale su come il tempo trascorso davanti allo 

Elementa. Intersections between Philosophy, Epistemology and Empirical Perspectives – 3 (2023) 1-2 
https://www.ledonline.it/elementa - Online ISSN 2785-4426 - Print ISSN 2785-4558

https://wellbeing.google
https://www.statista.com/statistics/218984/number-of-global-mobile-users-since-2010/
https://www.statista.com/statistics/218984/number-of-global-mobile-users-since-2010/
https://www.census.gov/popclock/world
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schermo sta cambiando le nostre esistenze, definendo la tecnologia digitale come un dono 
di cui le persone dovrebbero essere consapevoli in termini di conseguenze positive ma 
anche negative nella vita di tutti i giorni.

Copyright (©) 2023 Alessandro De Santis, Stefania Fantinelli 
Editorial format and graphical layout: copyright (©) LED Edizioni Universitarie

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 Attribution-NonCommercial-NoDerivatives 4.0 International License.

How to cite this paper:
De Santis, A., & Fantinelli, S. (2023). Digital well-being as a new kind of adaptation to the 
new millennium needs: A state-of-the-art analysis. Elementa. Intersections between Philosophy, 
Epistemology and Empirical Perspectives, 3(1-2), 135-151. doi: https://doi.org/10.7358/
elementa-2023-0102-safa

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	Elementa_3-2023-1-2_00b_Sommario.pdf
	Editorial
	What Is the Gift Paradigm?
A Reading Guide

	First Section
	Recent Extensions of the Gift
	The Enduring Relevance
of Mauss’ Essai sur le don
	The Gift Paradigm: Towards a Science of “total social facts”
	Ricœur, Gift and Poetics

	Second Section
	Praise as a Gift in the Relationship between Teachers and Their Students
	The Gift of Desire: The “inner voice” between Neuroscience and Theory
of Attachment

	Various
	The Gifted Student: Gifts and Talents Development
	Digital Well-Being as a New Kind
of Adaptation to the New Millennium Needs: A State-of-the-Art Analysis
	Education and Culture: Pluralism
in the Age of Globalization





