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Isabela Granic

Biographic Data

ID3443142
NAMEIsabela Granic
GIVEN NAMESIsabela
FAMILY NAMEGranic
SIGNATUREGRANIC I
AFFILIATIONSRadboud University Nijmegen
ORCID0000-0002-6213-136X
VERIFIEDYes
TOTAL WORKS20
TOTAL CITATIONS171
AUTHOR COUNT20
EDITOR COUNT0
FIRST PUBLICATION YEAR2000
LATEST PUBLICATION YEAR2026
H-INDEX6
  • Neither/nor: A pragmatic philosophy for oscillating between conceptual and experiential knowledge

    Open Access•Bryan Kam, Isabela Granic•ARTICLE•Humanities and Social Sciences…•2026

    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

    Open Access•Nastasia Griffioen, Hanneke Scholten et al.•ARTICLE•Current Psychology•2023

  • Visualization, Self-Efficacy, and Locus of Control in a Virtual Reality Biofeedback Video Game for Anxiety Regulation

    Open Access•Joanneke Weerdmeester, Marieke Van Rooij et al.•ARTICLE•Cyberpsychology Behavior and…•2022

    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

    Open Access•Nastasia Griffioen, Hanneke Scholten et al.•ARTICLE•Humanities and Social Sciences…•2021

    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

    Open Access•Kathleen Francis, Hanneke Scholten et al.•ARTICLE•International Journal of…•2021

    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

    Open Access•Isabela Granic, Hiromitsu Morita et al.•ARTICLE•Psychological Inquiry•2020

    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

    Open Access•Antonius J van Rooij, Christopher J Ferguson et al.•ARTICLE•Journal of Behavioral Addictions•2018

    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

    Open Access•Lieke A M W Wijnhoven, Daan H M Creemers et al.•ARTICLE•Frontiers in Psychiatry•2018

    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

    Open Access•Eva E Alblas, E Alblas et al.•ARTICLE•Appetite•2018

  • Investigating the impact of a health game on implicit attitudes towards food and food choice behaviour of young adults

    Open Access•Eva E Alblas, Frans Folkvord et al.•ARTICLE•Appetite•2018•Cited by: 1•References: 50

  • When winning is losing: A randomized controlled trial testing a video game to train food-specific inhibitory control

    Open Access•Anouk Poppelaars, Hanneke Scholten et al.•ARTICLE•Appetite•2018•Cited by: 6•References: 61

  • Gaining a competitive edge: Longitudinal associations between children’s competitive video game playing, conduct problems, peer relations, and prosocial behavior

    Adam Lobel, Rutger C M E Engels et al.•ARTICLE•Psychology of Popular Media Culture•2017•Cited by: 3•References: 8

    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

    Open Access•Adam Lobel, Rutger C M E Engels et al.•ARTICLE•Journal of Youth and Adolescence•2017•Cited by: 9•References: 51

    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

    Erika Lunkenheimer, Anna Lichtwarck‐Aschoff et al.•ARTICLE•Parenting•2016•Cited by: 1•References: 6

    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

    Isabela Granic, Adam Lobel et al.•ARTICLE•American Psychologist•2013•Cited by: 102•References: 2

    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.

    Isabela Granic, Gerald R Patterson•ARTICLE•Psychological Review•2006

    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☆

    Open Access•Isabela Granic•ARTICLE•Developmental Review•2005

  • Deviant Talk in Adolescent Friendships: A Step Toward Measuring a Pathogenic Attractor Process

    Open Access•Isabela Granic, Thomas J Dishion•ARTICLE•Social Development•2003•Cited by: 11•References: 6

    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

    Isabela Granic, Tom Hollenstein et al.•ARTICLE•Developmental Psychology•2003•Cited by: 32•References: 38

    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

    Open Access•Isabela Granic, Alex V Lamey•ARTICLE•New Ideas in Psychology•2000•Cited by: 6•References: 1

  • The benefits of playing video games

    Isabela Granic, Adam Lobel et al.•ARTICLE•American Psychologist•2013•Cited by: 102•References: 2

    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

    Isabela Granic, Tom Hollenstein et al.•ARTICLE•Developmental Psychology•2003•Cited by: 32•References: 38

    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

    Open Access•Isabela Granic, Thomas J Dishion•ARTICLE•Social Development•2003•Cited by: 11•References: 6

    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

    Open Access•Adam Lobel, Rutger C M E Engels et al.•ARTICLE•Journal of Youth and Adolescence•2017•Cited by: 9•References: 51

    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

    Open Access•Anouk Poppelaars, Hanneke Scholten et al.•ARTICLE•Appetite•2018•Cited by: 6•References: 61

  • The self-organization of the Internet and changing modes of thought

    Open Access•Isabela Granic, Alex V Lamey•ARTICLE•New Ideas in Psychology•2000•Cited by: 6•References: 1

  • Gaining a competitive edge: Longitudinal associations between children’s competitive video game playing, conduct problems, peer relations, and prosocial behavior

    Adam Lobel, Rutger C M E Engels et al.•ARTICLE•Psychology of Popular Media Culture•2017•Cited by: 3•References: 8

    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

    Open Access•Eva E Alblas, Frans Folkvord et al.•ARTICLE•Appetite•2018•Cited by: 1•References: 50

  • Breaking Down the Coercive Cycle: How Parent and Child Risk Factors Influence Real-Time Variability in Parental Responses to Child Misbehavior

    Erika Lunkenheimer, Anna Lichtwarck‐Aschoff et al.•ARTICLE•Parenting•2016•Cited by: 1•References: 6

    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

    Open Access•Isabela Granic, Alex V Lamey•ARTICLE•New Ideas in Psychology•2000•Cited by: 6•References: 1

  • Deviant Talk in Adolescent Friendships: A Step Toward Measuring a Pathogenic Attractor Process

    Open Access•Isabela Granic, Thomas J Dishion•ARTICLE•Social Development•2003•Cited by: 11•References: 6

    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

    Isabela Granic, Tom Hollenstein et al.•ARTICLE•Developmental Psychology•2003•Cited by: 32•References: 38

    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☆

    Open Access•Isabela Granic•ARTICLE•Developmental Review•2005

  • Toward a comprehensive model of antisocial development: A dynamic systems approach.

    Isabela Granic, Gerald R Patterson•ARTICLE•Psychological Review•2006

    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

    Isabela Granic, Adam Lobel et al.•ARTICLE•American Psychologist•2013•Cited by: 102•References: 2

    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

    Erika Lunkenheimer, Anna Lichtwarck‐Aschoff et al.•ARTICLE•Parenting•2016•Cited by: 1•References: 6

    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

    Adam Lobel, Rutger C M E Engels et al.•ARTICLE•Psychology of Popular Media Culture•2017•Cited by: 3•References: 8

    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

    Open Access•Adam Lobel, Rutger C M E Engels et al.•ARTICLE•Journal of Youth and Adolescence•2017•Cited by: 9•References: 51

    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

    Open Access•Antonius J van Rooij, Christopher J Ferguson et al.•ARTICLE•Journal of Behavioral Addictions•2018

    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

    Open Access•Lieke A M W Wijnhoven, Daan H M Creemers et al.•ARTICLE•Frontiers in Psychiatry•2018

    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

    Open Access•Eva E Alblas, E Alblas et al.•ARTICLE•Appetite•2018

  • Investigating the impact of a health game on implicit attitudes towards food and food choice behaviour of young adults

    Open Access•Eva E Alblas, Frans Folkvord et al.•ARTICLE•Appetite•2018•Cited by: 1•References: 50

  • When winning is losing: A randomized controlled trial testing a video game to train food-specific inhibitory control

    Open Access•Anouk Poppelaars, Hanneke Scholten et al.•ARTICLE•Appetite•2018•Cited by: 6•References: 61

  • Beyond Screen Time: Identity Development in the Digital Age

    Open Access•Isabela Granic, Hiromitsu Morita et al.•ARTICLE•Psychological Inquiry•2020

    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

    Open Access•Nastasia Griffioen, Hanneke Scholten et al.•ARTICLE•Humanities and Social Sciences…•2021

    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

    Open Access•Kathleen Francis, Hanneke Scholten et al.•ARTICLE•International Journal of…•2021

    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

    Open Access•Joanneke Weerdmeester, Marieke Van Rooij et al.•ARTICLE•Cyberpsychology Behavior and…•2022

    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

    Open Access•Nastasia Griffioen, Hanneke Scholten et al.•ARTICLE•Current Psychology•2023

  • Neither/nor: A pragmatic philosophy for oscillating between conceptual and experiential knowledge

    Open Access•Bryan Kam, Isabela Granic•ARTICLE•Humanities and Social Sciences…•2026

    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)

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