Isabela Granic
Biographic Data
| ID | 3443142 |
|---|---|
| NAME | Isabela Granic |
| GIVEN NAMES | Isabela |
| FAMILY NAME | Granic |
| SIGNATURE | GRANIC I |
| AFFILIATIONS | Radboud University Nijmegen |
| ORCID | 0000-0002-6213-136X |
| VERIFIED | Yes |
| TOTAL WORKS | 20 |
| TOTAL CITATIONS | 171 |
| AUTHOR COUNT | 20 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2000 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 6 |
Neither/nor: A pragmatic philosophy for oscillating between conceptual and experiential knowledge
points towards a way of living rather than merely an abstract theory, contributing to both individual flourishing and more flexible approaches to complex societal challenges
Heterogeneity in some relationships between social media use and emerging adults’ affective wellbeing
Visualization, Self-Efficacy, and Locus of Control in a Virtual Reality Biofeedback Video Game for Anxiety Regulation
The current study aimed to identify specific feedback mechanics and psychological processes that may contribute to positive outcomes in biofeedback applications for anxiety regulation. Specifically, using a dismantling study design, the unique impact of visualizations that directly mirror users' breathing was examined in relation to anxiety regulation as well as locus of control and self-efficacy. Following an anxiety induction, participants (N =…
Everyone does it—differently: A window into emerging adults’ smartphone use
Concerns regarding smartphones’ and social media’s impact on youth remain high amidst a growing realization that current research is not designed to confirm (or refute) such concerns. This study aims to answer fundamental questions regarding youths’ use of smartphones, by implementing a novel user-centric research method. The smartphone use of 114 emerging adults was recorded, followed by in-depth interviews that incorporated the recording and in…
Insights about Screen-Use Conflict from Discussions between Mothers and Pre-Adolescents: A Thematic Analysis
Digital screens have become an integral part of everyday life. In the wake of the digital swell, pre-adolescents and their parents are learning to navigate seemingly new terrain regarding digital media use. The present study aimed to investigate parent and pre-adolescent perceptions of screen use and the source of conflict surrounding digital media. We employed a qualitative thematic analysis of 200 parent and pre-adolescent dyads discussing scre…
Beyond Screen Time: Identity Development in the Digital Age
We are in the midst of a global transition in which digital “screens” are no longer simply entertainment devices and distractions; rather, adolescents are currently living in a hybrid reality that links digital spaces to offline contexts. Yet, psychological scientists studying the mental health impact of digital experiences largely focus on correlations with “screen time,” leading to oversimplified and atheoretical conclusions. We propose an alte…
A weak scientific basis for gaming disorder: Let us err on the side of caution
We greatly appreciate the care and thought that is evident in the 10 commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games is related to life problems. We believe that understanding this population and the nature and severity of the problems they experience should be a focus area for future research. However, moving fr…
Prevalence and Risk Factors of Anxiety in a Clinical Dutch Sample of Children with an Autism Spectrum Disorder
Anxiety is highly prevalent in children with an autism spectrum disorder (ASD). However, there is inconsistency in studies investigating the prevalence and risk factors of anxiety in children with ASD. Therefore, the first aim of this study was to give an overview of the prevalence of anxiety symptoms in a clinical Dutch sample of children with ASD. The second aim was to investigate age, gender, ASD subtype, and IQ as potential risk factors for a…
Investigating the impact of a health game on implicit and explicit attitude towards food and food choice behaviour
Investigating the impact of a health game on implicit attitudes towards food and food choice behaviour of young adults
When winning is losing: A randomized controlled trial testing a video game to train food-specific inhibitory control
Gaining a competitive edge: Longitudinal associations between children’s competitive video game playing, conduct problems, peer relations, and prosocial behavior
Playful competition is an important hallmark of healthy child development. Playful competition facilitates moral learning, rewards perspective-taking skills, and challenges children to healthily regulate unpleasant emotions such as frustration, anger, and jealousy. Despite this, research on the effects of competitive video gaming has focused on antisocial outcomes, such as declines in prosocial behavior. Moreover, methodological shortcomings such…
Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study
The effects of video games on children's psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27-11.43 years old; male = 98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b) competitively; likewise, parents reported their children's psychosocial health. Gaming at time one was associated with increases in emotion problems. Viole…
Breaking Down the Coercive Cycle: How Parent and Child Risk Factors Influence Real-Time Variability in Parental Responses to Child Misbehavior
Risk factors confer rigidity in parenting overall, but in moments when higher-risk parents must respond to child misbehavior, their parenting becomes more variable, suggesting inconsistency and ineffectiveness. This context-dependent shift in parenting behavior may help explain prior mixed findings and offer new directions for family interventions designed to reduce coercive processes
The benefits of playing video games
Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers no…
Toward a comprehensive model of antisocial development: A dynamic systems approach.
The purpose of this article is to develop a preliminary comprehensive model of antisocial development based on dynamic systems principles. The model is built on the foundations of behavioral research on coercion theory. First, the authors focus on the principles of multistability, feedback, and nonlinear causality to reconceptualize real-time parent-child and peer processes. Second, they model the mechanisms by which these real-time processes giv…
Timing is everything: Developmental psychopathology from a dynamic systems perspective☆
Deviant Talk in Adolescent Friendships: A Step Toward Measuring a Pathogenic Attractor Process
Deviant talk in adolescent friendships has been previously found to predict escalations in substance use, delinquency, and violence. The current paper extends past work on deviant talk by examining its dynamic, self‐organizing properties. From the direct observations of peer interactions, a simple measure was developed that indicated whether, as an interaction unfolded, deviant talk bouts became longer in duration (indicating an attractor state).…
Longitudinal analysis of flexibility and reorganization in early adolescence: A dynamic systems study of family interactions
A dynamic systems (DS) approach was used to study changes in the structure of family interactions during the early adolescent transition period. Longitudinal observational data were collected in 5 waves prior to, during, and after the transition. Boys (n = 149 families) were videotaped problem solving with their parents at 9-10 years old and every 2 years thereafter until they were 18 years old State space grids (a new DS method) were constructed…
The self-organization of the Internet and changing modes of thought
The benefits of playing video games
Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers no…
Longitudinal analysis of flexibility and reorganization in early adolescence: A dynamic systems study of family interactions
A dynamic systems (DS) approach was used to study changes in the structure of family interactions during the early adolescent transition period. Longitudinal observational data were collected in 5 waves prior to, during, and after the transition. Boys (n = 149 families) were videotaped problem solving with their parents at 9-10 years old and every 2 years thereafter until they were 18 years old State space grids (a new DS method) were constructed…
Deviant Talk in Adolescent Friendships: A Step Toward Measuring a Pathogenic Attractor Process
Deviant talk in adolescent friendships has been previously found to predict escalations in substance use, delinquency, and violence. The current paper extends past work on deviant talk by examining its dynamic, self‐organizing properties. From the direct observations of peer interactions, a simple measure was developed that indicated whether, as an interaction unfolded, deviant talk bouts became longer in duration (indicating an attractor state).…
Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study
The effects of video games on children's psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27-11.43 years old; male = 98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b) competitively; likewise, parents reported their children's psychosocial health. Gaming at time one was associated with increases in emotion problems. Viole…
When winning is losing: A randomized controlled trial testing a video game to train food-specific inhibitory control
The self-organization of the Internet and changing modes of thought
Gaining a competitive edge: Longitudinal associations between children’s competitive video game playing, conduct problems, peer relations, and prosocial behavior
Playful competition is an important hallmark of healthy child development. Playful competition facilitates moral learning, rewards perspective-taking skills, and challenges children to healthily regulate unpleasant emotions such as frustration, anger, and jealousy. Despite this, research on the effects of competitive video gaming has focused on antisocial outcomes, such as declines in prosocial behavior. Moreover, methodological shortcomings such…
Investigating the impact of a health game on implicit attitudes towards food and food choice behaviour of young adults
Breaking Down the Coercive Cycle: How Parent and Child Risk Factors Influence Real-Time Variability in Parental Responses to Child Misbehavior
Risk factors confer rigidity in parenting overall, but in moments when higher-risk parents must respond to child misbehavior, their parenting becomes more variable, suggesting inconsistency and ineffectiveness. This context-dependent shift in parenting behavior may help explain prior mixed findings and offer new directions for family interventions designed to reduce coercive processes
The self-organization of the Internet and changing modes of thought
Deviant Talk in Adolescent Friendships: A Step Toward Measuring a Pathogenic Attractor Process
Deviant talk in adolescent friendships has been previously found to predict escalations in substance use, delinquency, and violence. The current paper extends past work on deviant talk by examining its dynamic, self‐organizing properties. From the direct observations of peer interactions, a simple measure was developed that indicated whether, as an interaction unfolded, deviant talk bouts became longer in duration (indicating an attractor state).…
Longitudinal analysis of flexibility and reorganization in early adolescence: A dynamic systems study of family interactions
A dynamic systems (DS) approach was used to study changes in the structure of family interactions during the early adolescent transition period. Longitudinal observational data were collected in 5 waves prior to, during, and after the transition. Boys (n = 149 families) were videotaped problem solving with their parents at 9-10 years old and every 2 years thereafter until they were 18 years old State space grids (a new DS method) were constructed…
Timing is everything: Developmental psychopathology from a dynamic systems perspective☆
Toward a comprehensive model of antisocial development: A dynamic systems approach.
The purpose of this article is to develop a preliminary comprehensive model of antisocial development based on dynamic systems principles. The model is built on the foundations of behavioral research on coercion theory. First, the authors focus on the principles of multistability, feedback, and nonlinear causality to reconceptualize real-time parent-child and peer processes. Second, they model the mechanisms by which these real-time processes giv…
The benefits of playing video games
Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers no…
Breaking Down the Coercive Cycle: How Parent and Child Risk Factors Influence Real-Time Variability in Parental Responses to Child Misbehavior
Risk factors confer rigidity in parenting overall, but in moments when higher-risk parents must respond to child misbehavior, their parenting becomes more variable, suggesting inconsistency and ineffectiveness. This context-dependent shift in parenting behavior may help explain prior mixed findings and offer new directions for family interventions designed to reduce coercive processes
Gaining a competitive edge: Longitudinal associations between children’s competitive video game playing, conduct problems, peer relations, and prosocial behavior
Playful competition is an important hallmark of healthy child development. Playful competition facilitates moral learning, rewards perspective-taking skills, and challenges children to healthily regulate unpleasant emotions such as frustration, anger, and jealousy. Despite this, research on the effects of competitive video gaming has focused on antisocial outcomes, such as declines in prosocial behavior. Moreover, methodological shortcomings such…
Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study
The effects of video games on children's psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27-11.43 years old; male = 98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b) competitively; likewise, parents reported their children's psychosocial health. Gaming at time one was associated with increases in emotion problems. Viole…
A weak scientific basis for gaming disorder: Let us err on the side of caution
We greatly appreciate the care and thought that is evident in the 10 commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games is related to life problems. We believe that understanding this population and the nature and severity of the problems they experience should be a focus area for future research. However, moving fr…
Prevalence and Risk Factors of Anxiety in a Clinical Dutch Sample of Children with an Autism Spectrum Disorder
Anxiety is highly prevalent in children with an autism spectrum disorder (ASD). However, there is inconsistency in studies investigating the prevalence and risk factors of anxiety in children with ASD. Therefore, the first aim of this study was to give an overview of the prevalence of anxiety symptoms in a clinical Dutch sample of children with ASD. The second aim was to investigate age, gender, ASD subtype, and IQ as potential risk factors for a…
Investigating the impact of a health game on implicit and explicit attitude towards food and food choice behaviour
Investigating the impact of a health game on implicit attitudes towards food and food choice behaviour of young adults
When winning is losing: A randomized controlled trial testing a video game to train food-specific inhibitory control
Beyond Screen Time: Identity Development in the Digital Age
We are in the midst of a global transition in which digital “screens” are no longer simply entertainment devices and distractions; rather, adolescents are currently living in a hybrid reality that links digital spaces to offline contexts. Yet, psychological scientists studying the mental health impact of digital experiences largely focus on correlations with “screen time,” leading to oversimplified and atheoretical conclusions. We propose an alte…
Everyone does it—differently: A window into emerging adults’ smartphone use
Concerns regarding smartphones’ and social media’s impact on youth remain high amidst a growing realization that current research is not designed to confirm (or refute) such concerns. This study aims to answer fundamental questions regarding youths’ use of smartphones, by implementing a novel user-centric research method. The smartphone use of 114 emerging adults was recorded, followed by in-depth interviews that incorporated the recording and in…
Insights about Screen-Use Conflict from Discussions between Mothers and Pre-Adolescents: A Thematic Analysis
Digital screens have become an integral part of everyday life. In the wake of the digital swell, pre-adolescents and their parents are learning to navigate seemingly new terrain regarding digital media use. The present study aimed to investigate parent and pre-adolescent perceptions of screen use and the source of conflict surrounding digital media. We employed a qualitative thematic analysis of 200 parent and pre-adolescent dyads discussing scre…
Visualization, Self-Efficacy, and Locus of Control in a Virtual Reality Biofeedback Video Game for Anxiety Regulation
The current study aimed to identify specific feedback mechanics and psychological processes that may contribute to positive outcomes in biofeedback applications for anxiety regulation. Specifically, using a dismantling study design, the unique impact of visualizations that directly mirror users' breathing was examined in relation to anxiety regulation as well as locus of control and self-efficacy. Following an anxiety induction, participants (N =…
Heterogeneity in some relationships between social media use and emerging adults’ affective wellbeing
Neither/nor: A pragmatic philosophy for oscillating between conceptual and experiential knowledge
points towards a way of living rather than merely an abstract theory, contributing to both individual flourishing and more flexible approaches to complex societal challenges
Psychology (18 works) · Social Psychology (12 works) · Developmental psychology (11 works) · Child Development and Digital Technology (7 works) · Computer Science (7 works) · Impact of Technology on Adolescents (7 works) · Medicine (7 works) · Cognitive psychology (6 works) · Social Psychology (6 works) · Video game (5 works)