Douglas A Gentile
Datos Biográficos
| ID | 145176 |
|---|---|
| NOMBRE | Douglas A Gentile |
| NOMBRES | Douglas A |
| APELLIDO | Gentile |
| FIRMA | GENTILE D A |
| AFILIACIONES | Iowa State University |
| ORCID | 0000-0002-5934-2860 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 67 |
| TOTAL DE CITAS | 178 |
| TOTAL COMO AUTOR | 67 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2002 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2026 |
| ÍNDICE H | 8 |
The Predictors and Consequences of Cyberbullying Perpetration and Cyber‐Victimization
INTRODUCTION: Extensive research has demonstrated the deleterious effects of both cyberbullying perpetration and cyberbullying victimization on youth and adults alike. Most research, to date, is segmented into focusing on the predictors of cyberbullying perpetration or the outcomes of being cyber-victimized, which presents an incomplete theoretical understanding of cyberbullying. Therefore, the current research tests a novel theory that combines …
Development of the Saini-Hodgins Addiction Risk Potential of Games (SHARP-G) Scale
Current state of play
Digital games are an integral part of children’s lives, as 8- to 18-year-olds spend approximately 1.5 hours per day playing them (Rideout & Robb, 2019), and 76% of US children under the age of 18 a
Social media use and academic outcomes
Communication Apprehension and Willingness to Communicate in Veterinary Medicine Students
Across two studies we investigated the relationship among mindfulness, rumination, depression, stress, anxiety, communication apprehension, and willingness to communicate among veterinary medicine students. Study 1 tested a hypothesized path model of the relationship with 148 third-year students. Study 2 confirmed the path model with second sample of 160 third-year students. Mindfulness had a direct negative relationship with communication appreh…
Silencing screaming with screens
Many parents use screens to regulate their young children's emotions. We know very little, however, about how this parenting practice is related to the development of emotional competencies (i.e., emotional reactivity, emotion knowledge, and empathy) over time. The current longitudinal study examined bidirectional associations between media emotion regulation and various emotional competencies across a 1-year period during early childhood (betwee…
Developmental Changes in the Relation between Youth Disclosure and Parenting Behavior
Some effects of sexist video games on self-masculinity associations
Across two experimental studies, we investigated the short-term effect of video games with sexist content (i.e,. representing women as sexual objects and men as hyper-masculine) on women’s objectification . We examine whether identifying with a masculine character who objectified women can increase implicit association of self with masculinity, which in turn would increase objectification of women. Participants (n study 1 = 69 (32 men, mean age =…
Learning from Video Games (and Everything Else)
Video games can have many effects on players, some of which could be intentional effects (e.g., games designed to train health compliance behaviors), and most of which are unintentional (e.g., violent games, stereotypes, gaming disorder). Some of these areas of research have been seen as controversial, but many of the controversies can be at least partially resolved by considering the learning mechanisms underlying the effects. We describe the Ge…
Are mindful people less aggressive? The role of emotion regulation in the relations between mindfulness and aggression
Inducing mindfulness has shown a promising effect on reducing aggression in both clinical and nonclinical populations, possibly because mindfulness can improve emotion regulation. The present study examined the association between mindfulness and aggression through potential mediating effects of several emotion regulation strategies. University and community samples of U.S. adults completed questionnaires on mindfulness, emotion regulation strate…
The Role of Peer Support in the Growth Trajectory of Pathological Internet Use Among Youth
Despite the escalating public concern about pathological use of the Internet among youth, little research has investigated the longitudinal trajectory of the problem and the role of peer support in it. This study aimed to determine the growth trajectory of pathological Internet use (PIU), identify latent subgroups presenting heterogeneous growth trajectories of PIU, and examine the initial status of and the rate of change in peer support as predi…
Tantrums, toddlers and technology
Comparing cyberbullying prevalence and process before and during the Covid-19 pandemic
The psychological consequences of the global COVID-19 pandemic are just now starting to be understood; however, the behavioral consequences are less understood. Thus, the current report examined whether cyberbullying processes and frequency are affected by the COVID-19 pandemic. We compared US adult participant data from six months before the start of the pandemic (July 2019; n = 181) to data collected in the middle of the pandemic (May, 2020; n …
Use of passive sensing to quantify adolescent mobile device usage
Addressing the digital skills gap for future education
Internet gaming disorder
Internet gaming disorder (IGD) has received increasing attention since its inclusion as a condition for further study in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition. To date, little is known about the etiology of IGD, and theoretical approaches to problematic gaming are needed. Using a self-determination theory framework, the present study investigated the relations between symptoms of IGD and basic needs satisfaction…
Self-Regulation Failure Reduces the Effect Alcohol Portrayals in Movies on Indirect Attitudes toward Alcohol
We investigated the cognitive mechanisms underlying change in implicit cognitions following exposure to alcohol portrayals. More precisely, we tested in an experimental study whether this change depends on controlled or automatic processes by putting participants in a state of self-regulatory fatigue prior to being exposed to alcohol portrayals. Ninety participants were randomly assigned to a 2 (attitude measure: before vs after) × 2 (alcohol por…
Evaluating the Implementation and Effectiveness of the SWITCH–MS
Background : The purpose of this study was to evaluate the implementation and effectiveness of an ecological, multi-component adolescent obesity prevention intervention called School Wellness Integration Targeting Child Health-Middle School (SWITCH-MS). Methods : Following the effectiveness-implementation hybrid type 3 quasi-experimental design, seven middle schools (377 students) in Iowa, United States, were stratified into "experienced" ( n = 3…
Effects of prosocial cartoon models on aggressive cognitions and aggressive behaviors
Pathological video game symptoms from adolescence to emerging adulthood
The aim of this study was to examine trajectories of pathological video game symptoms over a 6-year period from adolescence to emerging adulthood. We also examined a number of predictors and outcomes for different trajectories. Participants included 385 adolescents ( M age = 15.01 at the initial time point) who completed multiple questionnaires once a year over a 6-year period. Analyses showed there were 3 distinct trajectories. Approximately 10%…
The Importance of Self-Monitoring for Behavior Change in Youth
School Wellness Integration Targeting Child Health (SWITCH ® ) is a school wellness implementation initiative focused on building capacity for schools to plan and coordinate wellness programming. Grounded in Social Cognitive Theory (SCT), the purpose of this study was to evaluate the utility of the web-based, self-regulation system on physical activity (PA) behavior outcomes. At pre-test and post-test, students in SWITCH ® schools ( n = 8) comple…
Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective
The proposed introduction of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11) developed by the World Health Organization (WHO) has led to a lively debate over the past year. Besides the broad support for the decision in the academic press, a recent publication by van Rooij et al. (2018) repeated the criticism raised against the inclusion of GD in ICD-11 by Aarseth et al. (2017). We argue that this…
Feasibility study of the SWITCH implementation process for enhancing school wellness
This feasibility study supports the utility of the new implementation framework for promoting school and student engagement with SWITCH. Further testing regarding effectiveness and scale-up of this evidence-based school wellness intervention program is warranted
Video games as coping mechanisms in the etiology of video game addiction
Cultural Background and Measurement of Usage Moderate the Association Between Social Networking Sites (SNSs) Usage and Mental Health
The present meta-analysis reviews English-language studies from 2005 to 2016 to investigate the relationship between social networking sites (SNSs) usage and mental health and to explore whether cultural background, measurement of usage, gender and age influence this relationship. A total of 63 studies and 144 effect sizes (positive indicators of mental health k = 62, negative indicators of mental health k = 82) were analyzed. We found that (1) S…
Attacking others online
Cyberbullying frequency is related to a wide range of negative outcomes. Little research has attempted to delineate the long-term predictors and mechanisms to predict cyberbullying. Study 1 (N 493) used a correlational study that tested our long-term model of cyberbullying. This model predicted that cyberbullying is a function of positive attitudes toward cyberbullying, which are formed by attitudes toward strength and anonymity that exists in ag…
Reassessing media violence effects using a risk and resilience approach to understanding aggression
Public discourse about the effect of violent media on aggression has become contentious.We propose that violent media effects can best be understood within a risk and resilience framework that considers multiple factors that facilitate or inhibit aggression.In a prospective study, 430 third through fourth grade children, their peers, and their teachers were surveyed twice during the school year, about 6 months apart.Six risk/protective factors fo…
Media Exposure, Aggression and Prosocial Behavior During Early Childhood
Preschool children (N = 78) enrolled in multi‐informant, multi‐method longitudinal study were participants in a study designed to investigate the role of media exposure (i.e., violent and educational) on concurrent and future aggressive and prosocial behavior. Specifically, the amount of media exposure and the nature of the content was used to predict concurrent and future physical, verbal and relational aggression as well as prosocial behavior f…
Video game playing, attention problems, and impulsiveness
The present study examines video game playing as it relates to attention problems and impulsiveness in a sample of 3,034 children and adolescents from Singapore measured over 3 years. Consistent with previous research, those who spend more time playing video games subsequently have more attention problems, even when earlier attention problems, sex, age, race, and socioeconomic status are statistically controlled. Violent content may have a unique…
Media violence, physical aggression, and relational aggression in school age children
Many studies have shown that media violence has an effect on children's subsequent aggression. This study expands upon previous research in three directions: (1) by examining several subtypes of aggression (verbal, relational, and physical), (2) by measuring media violence exposure (MVE) across three types of media, and (3) by measuring MVE and aggressive/prosocial behaviors at two points in time during the school year. In this study, 430 3rd−5th…
Testing the reliability and validity of different measures of violent video game use in the United States, Singapore, and Germany
To examine the potential link between violent video game play and aggressive behavior, reliable and valid measures of the level of violence in video games are required. A range of different approaches have been used in the literature, and it is not clear to what extent they converge or measure different constructs. To address this question, three large longitudinal data sets covering at least 12 months were used from the United States (N 1,232), …
Violent Video Games as Exemplary Teachers
The Reciprocal Relationship Between Passive Social Networking Site (SNS) Usage and Users’ Subjective Well-Being
Prior studies have found an inconclusive relationship between social networking site (SNS) usage and users’ subjective well-being. Passive SNS usage may be detrimental to subjective well-being, because it cannot provide social support and may evoke envy and jealousy. Conversely, it is also possible that lower subjective well-being may predict higher passive SNS usage, which can be used as a means to relieve stress. To examine this reciprocal proc…
Cross-Cultural Differences in Cyberbullying Behavior
The current study tested the relation between culture and cyberbullying using a short-term longitudinal research design. College-aged participants from the United States ( n = 293) and Japan ( n = 722) completed several questionnaires at Wave 1 that measured cyberbullying frequency, cyberbullying reinforcement, positive attitudes toward cyberbullying, and interdependent self-construal. Approximately 2 months later, participants completed the cybe…
Effects of Prosocial, Neutral, and Violent Video Games on Children's Helpful and Hurtful Behaviors
Recent research reveals that playing prosocial video games increases prosocial cognitions, positive affect, and helpful behaviors [ G entile et al., 2009; G reitemeyer and O sswald, 2009, 2010, 2011]. These results are consistent with the social‐cognitive models of social behavior such as the general learning model [ B uckley and A nderson, 2006]. However, no experimental studies have examined such effects on children. Previous research on violen…
Predicting cyberbullying from anonymity
Pathological video game symptoms from adolescence to emerging adulthood
The aim of this study was to examine trajectories of pathological video game symptoms over a 6-year period from adolescence to emerging adulthood. We also examined a number of predictors and outcomes for different trajectories. Participants included 385 adolescents ( M age = 15.01 at the initial time point) who completed multiple questionnaires once a year over a 6-year period. Analyses showed there were 3 distinct trajectories. Approximately 10%…
Cultural Background and Measurement of Usage Moderate the Association Between Social Networking Sites (SNSs) Usage and Mental Health
The present meta-analysis reviews English-language studies from 2005 to 2016 to investigate the relationship between social networking sites (SNSs) usage and mental health and to explore whether cultural background, measurement of usage, gender and age influence this relationship. A total of 63 studies and 144 effect sizes (positive indicators of mental health k = 62, negative indicators of mental health k = 82) were analyzed. We found that (1) S…
Bedroom media
Mass media have numerous effects on children, ranging from influencing school performance to increased or reduced aggression. What we do not know, however, is how media availability in the bedroom moderates these effects. Although several researchers have suggested that bedroom media may influence outcomes by displacing other activities (the displacement hypothesis) or by changing the content of media consumed (the content hypothesis), these have…
Frenemies, Fraitors, and Mean‐em‐aitors”
Past research has shown activation of aggressive cognitions in memory after media violence exposure, but has not examined priming effects of viewing relational aggression in the media. In the current study, 250 women viewed a video clip depicting physical aggression, relational aggression, or no aggression. Subsequent activation of physical and relational aggression cognitions was measured using an emotional S troop task. Results indicated primin…
Effects of Prosocial, Neutral, and Violent Video Games on College Students' Affect
Recent research reveals that playing prosocial video games increases prosocial cognitions and helpful behaviors [Gentile el al., 2009; Greitemeyer and Osswald, 2009; 2010; 2011]. These results are consistent with social‐cognitive models of social behavior [e.g., the “General Learning Model,” Buckley and Anderson, 2006]. The social‐cognitive learning models suggest that in addition to influencing cognitions, media content may also influence affect…
Catharsis and Media Violence
The concept that doing something to “vent” aggression as a method of reducing aggressive feelings and behaviors, such as watching media violence or playing violent video games, continues to enjoy widespread public support despite a lack of empirical support. This article describes the historical origins of the concept and examines how well these conceptions fit with the modern usage of the aggression catharsis hypothesis. It is argued that there …
Development and validation of the Problematic Media Use Measure
Although problematic media use among adolescents is of wide interest, less is known regarding problematic media use among younger children. The current study reports on the development and validation of a parent-report measure of one potential aspect of children's problematic use-screen media addiction-via the Problematic Media Use Measure (PMUM). Items were based on the nine criteria for Internet Gaming Disorder in the DSM-5. The first study des…
Developmental Changes in the Relation between Youth Disclosure and Parenting Behavior
Are mindful people less aggressive? The role of emotion regulation in the relations between mindfulness and aggression
Inducing mindfulness has shown a promising effect on reducing aggression in both clinical and nonclinical populations, possibly because mindfulness can improve emotion regulation. The present study examined the association between mindfulness and aggression through potential mediating effects of several emotion regulation strategies. University and community samples of U.S. adults completed questionnaires on mindfulness, emotion regulation strate…
Risk factors for youth violence
The authors have no conflict of interest to disclose. Brad J. Bushman1 Sarah M. Coyne2 Craig A. Anderson3 Kaj Björkqvist4 Paul Boxer5 Kenneth A. Dodge6 Eric F. Dubow7 David P. Farrington8 Douglas A. Gentile9 L. Rowell Huesmann10 Jennifer E. Lansford6 Raymond W. Novaco11 Jamie M. Ostrov12 Marion K. Underwood13 Wayne A. Warburton14 Michele L. Ybarra15 1School of Communication, Department of Psychology, The Ohio State University, Columbus, Ohio 2Sch…
Media violence and judgments of offensiveness
Although many studies examine the behavioral effects of viewing media violence, there is little research on whether such violence is perceived as offensive to viewers. Accordingly, the current study examines whether media violence is offensive to viewers and whether feelings of offense mediate the relationship between viewing media violence and aggressive behavior. Participants consisted of 1,429 emerging adults from 2 different Universities in t…
Media influences on self-stigma of seeking psychological services
Public Policy and the Effects of Media Violence on Children
Policymakers and the public have been concerned about the effects of media violence on children for decades. Scientific psychological research can be an important source of information for policy, as the goal of science is to separate facts from opinions. This article reviews children's exposure to media violence, describes theories that explain the effects media violence could have, summarizes the research on the effects of media violence exposu…
Video games as coping mechanisms in the etiology of video game addiction
A normative study of family media habits
The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance
Video games have become one of the favorite activities of American children. A growing body of research is linking violent video game play to aggressive cognitions, attitudes, and behaviors. The first goal of this study was to document the video games habits of adolescents and the level of parental monitoring of adolescent video game use. The second goal was to examine associations among violent video game exposure, hostility, arguments with teac…
Media Exposure, Aggression and Prosocial Behavior During Early Childhood
Preschool children (N = 78) enrolled in multi‐informant, multi‐method longitudinal study were participants in a study designed to investigate the role of media exposure (i.e., violent and educational) on concurrent and future aggressive and prosocial behavior. Specifically, the amount of media exposure and the nature of the content was used to predict concurrent and future physical, verbal and relational aggression as well as prosocial behavior f…
Violent Video Game Effects on Children and Adolescents
"Anderson, Gentile, and Buckley first present an overview of empirical research on the effects of violent video games, and then add to this literature three new studies that fill the most important gaps. They update the traditional General Aggression Model to focus on both developmental processes and how media-violence exposure can increase the likelihood of aggressive and violent behavior in both short- and long-term contexts. Violent Video Game…
Public Policy and the Effects of Media Violence on Children
Policymakers and the public have been concerned about the effects of media violence on children for decades. Scientific psychological research can be an important source of information for policy, as the goal of science is to separate facts from opinions. This article reviews children's exposure to media violence, describes theories that explain the effects media violence could have, summarizes the research on the effects of media violence exposu…
Switch
ClinicalTrials.gov NCT00685555
Violent Video Games as Exemplary Teachers
The Effects of Prosocial Video Games on Prosocial Behaviors
Although dozens of studies have documented a relationship between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways should increase both short-term and long-term prosocial behaviors. We report three studies conducted in three countries with three age groups to test this hypothesis. I…
Pathological Video-Game Use Among Youth Ages 8 to 18
Researchers have studied whether some youth are "addicted" to video games, but previous studies have been based on regional convenience samples. Using a national sample, this study gathered information about video-gaming habits and parental involvement in gaming, to determine the percentage of youth who meet clinical-style criteria for pathological gaming. A Harris poll surveyed a randomly selected sample of 1,178 American youth ages 8 to 18. Abo…
Television and Video Game Exposure and the Development of Attention Problems
OBJECTIVES: Television viewing has been associated with greater subsequent attention problems in children. Few studies have examined the possibility of a similar association between video games and attention problems, and none of these has used a longitudinal design. METHODS: A sample of 1323 middle childhood participants were assessed during a 13-month period by parent- and child-reported television and video game exposure as well as teacher-rep…
Maturity‐related differences in physical activity among 10‐ to 12‐year‐old girls
Besides environmental and psycho‐social factors explaining the variation in physical activity levels during adolescence, some evidence suggests that biological processes are involved in regulating habitual daily physical activity and energy expenditure. The purpose of this study was to examine the influence of biological maturity status on physical activity. Chronological age, standing height, sitting height, and body mass were measured cross‐sec…
Influence of socio-economic status on habitual physical activity and sedentary behavior in 8- to 11-year old children
Children from a low SES show a trend of lower PA levels and spend more time in sedentary behavior than high SES children; however, differences in PA were influenced by BMI. The higher BMI in these children might be another factor contributing to increased health risks among low SES children compared to children from with a higher SES
Media Violence Associations with the Form and Function of Aggression among Elementary School Children
Although the association between media violence exposure (MVE) and physical aggression (PA) has been well studied, few studies have examined the link between MVE and other subtypes of aggression. The purpose of this study was to examine the relation between MVE and reactive and proactive subtypes of both PA and relational aggression (RA). Six hundred and forty‐one third to fifth grade students reported on their exposure to media violence. RA and …
Media violence, physical aggression, and relational aggression in school age children
Many studies have shown that media violence has an effect on children's subsequent aggression. This study expands upon previous research in three directions: (1) by examining several subtypes of aggression (verbal, relational, and physical), (2) by measuring media violence exposure (MVE) across three types of media, and (3) by measuring MVE and aggressive/prosocial behaviors at two points in time during the school year. In this study, 430 3rd−5th…
Increasing Positive Perceptions of Counseling
This study assesses the effectiveness of repeated exposures to a video intervention based on the Elaboration Likelihood Model. The video was designed to increase help-seeking attitudes and perceptions of peer norms and to decrease the stigma associated with seeking counseling. Participants were 290 undergraduates who were randomly assigned to a repeated-exposure video intervention, a single-exposure video intervention, or a control video conditio…
Do You See What I See? Parent and Child Reports of Parental Monitoring of Media
Research on parental monitoring of children's media use suggests parents can reduce the negative effects of media exposure on children, although this research is rarely conducted with elementary school children and leaves open questions about whether parents or children are better reporters. Participants were 1,323 children, their parents, and teachers. Parents and children reported on four aspects of monitoring for TV and video games: co‐using, …
Sleep as a Mediator of Screen Time Effects on US Children's Health Outcomes
There is growing concern regarding the influence of media exposure on American children's health and development. The current prospective study tested the direct relations between media exposure, sleep, and various health outcomes (e.g. attention problems, aggression, and body composition) and the indirect effect of media exposure through sleep disturbances. Child participants (N = 1,317) completed measures of media consumption and sleep. Teacher…
Attacking others online
Cyberbullying frequency is related to a wide range of negative outcomes. Little research has attempted to delineate the long-term predictors and mechanisms to predict cyberbullying. Study 1 (N 493) used a correlational study that tested our long-term model of cyberbullying. This model predicted that cyberbullying is a function of positive attitudes toward cyberbullying, which are formed by attitudes toward strength and anonymity that exists in ag…
Reassessing media violence effects using a risk and resilience approach to understanding aggression
Public discourse about the effect of violent media on aggression has become contentious.We propose that violent media effects can best be understood within a risk and resilience framework that considers multiple factors that facilitate or inhibit aggression.In a prospective study, 430 third through fourth grade children, their peers, and their teachers were surveyed twice during the school year, about 6 months apart.Six risk/protective factors fo…
Video game playing, attention problems, and impulsiveness
The present study examines video game playing as it relates to attention problems and impulsiveness in a sample of 3,034 children and adolescents from Singapore measured over 3 years. Consistent with previous research, those who spend more time playing video games subsequently have more attention problems, even when earlier attention problems, sex, age, race, and socioeconomic status are statistically controlled. Violent content may have a unique…
Effects of Prosocial, Neutral, and Violent Video Games on Children's Helpful and Hurtful Behaviors
Recent research reveals that playing prosocial video games increases prosocial cognitions, positive affect, and helpful behaviors [ G entile et al., 2009; G reitemeyer and O sswald, 2009, 2010, 2011]. These results are consistent with the social‐cognitive models of social behavior such as the general learning model [ B uckley and A nderson, 2006]. However, no experimental studies have examined such effects on children. Previous research on violen…
Frenemies, Fraitors, and Mean‐em‐aitors”
Past research has shown activation of aggressive cognitions in memory after media violence exposure, but has not examined priming effects of viewing relational aggression in the media. In the current study, 250 women viewed a video clip depicting physical aggression, relational aggression, or no aggression. Subsequent activation of physical and relational aggression cognitions was measured using an emotional S troop task. Results indicated primin…
Effects of Prosocial, Neutral, and Violent Video Games on College Students' Affect
Recent research reveals that playing prosocial video games increases prosocial cognitions and helpful behaviors [Gentile el al., 2009; Greitemeyer and Osswald, 2009; 2010; 2011]. These results are consistent with social‐cognitive models of social behavior [e.g., the “General Learning Model,” Buckley and Anderson, 2006]. The social‐cognitive learning models suggest that in addition to influencing cognitions, media content may also influence affect…
Construct and Predictive Validity of a Brief MMO Player Motivation Scale
The purpose of the present paper is to validate a short version of the MMO Player Motivation scale. Two studies were conducted using adolescent gamers from Singapore secondary schools. Study 1 used a cross-sectional design for item deduction. Study 2 used a 2-year longitudinal design for scale validation. The results showed that the brief scale conformed to the three-factor motivation model, including achievement, socialization, and immersion. Th…
Media influences on self-stigma of seeking psychological services
Psychology (62 obras) · Social Psychology (38 obras) · Developmental psychology (35 obras) · Child Development and Digital Technology (33 obras) · Impact of Technology on Adolescents (33 obras) · Medicine (29 obras) · Bullying, Victimization, and Aggression (27 obras) · Social Psychology (24 obras) · Computer Science (22 obras) · Video game (17 obras)