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Dive into the research topics where Douglas A. Gentile is active.

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Featured researches published by Douglas A. Gentile.


Psychological Science | 2009

Pathological Video-Game Use Among Youth Ages 8 to 18 A National Study

Douglas A. Gentile

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. About 8% of video-game players in this sample exhibited pathological patterns of play. Several indicators documented convergent and divergent validity of the results: Pathological gamers spent twice as much time playing as nonpathological gamers and received poorer grades in school; pathological gaming also showed comorbidity with attention problems. Pathological status significantly predicted poorer school performance even after controlling for sex, age, and weekly amount of video-game play. These results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.


Pediatrics | 2011

Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study

Douglas A. Gentile; Hyekyung Choo; Albert K. Liau; Timothy Sim; Dongdong Li; Daniel Fung; Angeline Khoo

OBJECTIVES: We aimed to measure the prevalence and length of the problem of pathological video gaming or Internet use, to identify risk and protective factors, to determine whether pathological gaming is a primary or secondary problem, and to identify outcomes for individuals who become or stop being pathological gamers. METHODS: A 2-year, longitudinal, panel study was performed with a general elementary and secondary school population in Singapore, including 3034 children in grades 3 (N = 743), 4 (N = 711), 7 (N = 916), and 8 (N = 664). Several hypothesized risk and protective factors for developing or overcoming pathological gaming were measured, including weekly amount of game play, impulsivity, social competence, depression, social phobia, anxiety, and school performance. RESULTS: The prevalence of pathological gaming was similar to that in other countries (∼9%). Greater amounts of gaming, lower social competence, and greater impulsivity seemed to act as risk factors for becoming pathological gamers, whereas depression, anxiety, social phobias, and lower school performance seemed to act as outcomes of pathological gaming. CONCLUSION: This study adds important information to the discussion about whether video game “addiction” is similar to other addictive behaviors, demonstrating that it can last for years and is not solely a symptom of comorbid disorders.


Personality and Social Psychology Bulletin | 2009

The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies

Douglas A. Gentile; Craig A. Anderson; Shintaro Yukawa; Nobuko Ihori; Muniba Saleem; Lim Kam Ming; Akiko Shibuya; Albert K. Liau; Angeline Khoo; Brad J. Bushman; L. Rowell Huesmann; Akira Sakamoto

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. In the correlational study, Singaporean middle-school students who played more prosocial games behaved more prosocially. In the two longitudinal samples of Japanese children and adolescents, prosocial game play predicted later increases in prosocial behavior. In the experimental study, U.S. undergraduates randomly assigned to play prosocial games behaved more prosocially toward another student. These similar results across different methodologies, ages, and cultures provide robust evidence of a prosocial game content effect, and they provide support for the General Learning Model.


Addiction | 2014

An international consensus for assessing internet gaming disorder using the new DSM‐5 approach

Nancy M. Petry; Florian Rehbein; Douglas A. Gentile; Jeroen S. Lemmens; Hans-Jürgen Rumpf; Thomas Mößle; Gallus Bischof; Ran Tao; Daniel S. S. Fung; Guilherme Borges; Marc Auriacombe; Angels González Ibáñez; Philip Tam; Charles P. O'Brien

AIMS For the first time, the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) introduces non-substance addictions as psychiatric diagnoses. The aims of this paper are to (i) present the main controversies surrounding the decision to include internet gaming disorder, but not internet addiction more globally, as a non-substance addiction in the research appendix of the DSM-5, and (ii) discuss the meaning behind the DSM-5 criteria for internet gaming disorder. The paper also proposes a common method for assessing internet gaming disorder. Although the need for common diagnostic criteria is not debated, the existence of multiple instruments reflect the divergence of opinions in the field regarding how best to diagnose this condition. METHODS We convened international experts from European, North and South American, Asian and Australasian countries to discuss and achieve consensus about assessing internet gaming disorder as defined within DSM-5. RESULTS We describe the intended meaning behind each of the nine DSM-5 criteria for internet gaming disorder and present a single item that best reflects each criterion, translated into the 10 main languages of countries in which research on this condition has been conducted. CONCLUSIONS Using results from this cross-cultural collaboration, we outline important research directions for understanding and assessing internet gaming disorder. As this field moves forward, it is critical that researchers and clinicians around the world begin to apply a common methodology; this report is the first to achieve an international consensus related to the assessment of internet gaming disorder.


Pediatrics | 2010

Television and Video Game Exposure and the Development of Attention Problems

Edward L. Swing; Douglas A. Gentile; Craig A. Anderson; David A. Walsh

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-reported attention problems. Another sample of 210 late adolescent/early adult participants provided self-reports of television exposure, video game exposure, and attention problems. RESULTS: Exposure to television and video games was associated with greater attention problems. The association of television and video games to attention problems in the middle childhood sample remained significant when earlier attention problems and gender were statistically controlled. The associations of screen media and attention problems were similar across media type (television or video games) and age (middle childhood or late adolescent/early adult). CONCLUSIONS: Viewing television and playing video games each are associated with increased subsequent attention problems in childhood. It seems that a similar association among television, video games, and attention problems exists in late adolescence and early adulthood. Research on potential risk factors for attention problems should be expanded to include video games in addition to television.


Pediatrics | 2008

Longitudinal effects of violent video games on aggression in Japan and the United States

Craig A. Anderson; Akira Sakamoto; Douglas A. Gentile; Nobuko Ihori; Akiko Shibuya; Shintaro Yukawa; Mayumi Naito; Kumiko Kobayashi

CONTEXT. Youth worldwide play violent video games many hours per week. Previous research suggests that such exposure can increase physical aggression. OBJECTIVE. We tested whether high exposure to violent video games increases physical aggression over time in both high- (United States) and low- (Japan) violence cultures. We hypothesized that the amount of exposure to violent video games early in a school year would predict changes in physical aggressiveness assessed later in the school year, even after statistically controlling for gender and previous physical aggressiveness. DESIGN. In 3 independent samples, participants’ video game habits and physically aggressive behavior tendencies were assessed at 2 points in time, separated by 3 to 6 months. PARTICIPANTS. One sample consisted of 181 Japanese junior high students ranging in age from 12 to 15 years. A second Japanese sample consisted of 1050 students ranging in age from 13 to 18 years. The third sample consisted of 364 United States 3rd-, 4th-, and 5th-graders ranging in age from 9 to 12 years. RESULTS. Habitual violent video game play early in the school year predicted later aggression, even after controlling for gender and previous aggressiveness in each sample. Those who played a lot of violent video games became relatively more physically aggressive. Multisample structure equation modeling revealed that this longitudinal effect was of a similar magnitude in the United States and Japan for similar-aged youth and was smaller (but still significant) in the sample that included older youth. CONCLUSIONS. These longitudinal results confirm earlier experimental and cross-sectional studies that had suggested that playing violent video games is a significant risk factor for later physically aggressive behavior and that this violent video game effect on youth generalizes across very different cultures. As a whole, the research strongly suggests reducing the exposure of youth to this risk factor.


Journal of Applied Psychology | 1991

Facet importance and job satisfaction

Robert W. Rice; Douglas A. Gentile; Dean B. McFarlin

Two hypotheses concerning the moderating effects of facet importance were derived from Lockes (1969,1976) theory of job satisfaction. Questionnaire data concerning 12 job facets were collected from 97 working college students holding diverse jobs in different organizations. Moderated regression analyses of facet satisfaction showed facet importance to be a significant moderator for 9 of the 12 job facets. As hypothesized, the relationship between facet amount and facet satisfaction was generally stronger among respondents placing high importance on the job facet than among respondents placing low importance on it. Moderated regression analyses of overall job satisfaction showed facet importance to be a nonsignificant moderator for 11 job facets. As hypothesized, the relationship between facet satisfaction and overall job satisfaction generally did not change significantly as a function of facet importance. Discussion is focused on the need to recognize when facet importance plays a moderator role and when it does not. Also discussed is the relative usefulness of seven self-report procedures for measuring facet importance.


The Journal of Pediatrics | 2008

Combined Influence of Physical Activity and Screen Time Recommendations on Childhood Overweight

Kelly R. Laurson; Joey C. Eisenmann; Gregory J. Welk; Eric E. Wickel; Douglas A. Gentile; David A. Walsh

OBJECTIVES To examine the combined influence of physical activity and screen time (television and video games) on the odds of being overweight and to evaluate the utility of current public policy recommendations. STUDY DESIGN Physical activity was assessed by a pedometer and screen time was assessed by survey in a sample of 709 children age 7 to 12 years. The percentage of subjects meeting current physical activity and screen time recommendations was calculated. Cross-tabulated physical activity-screen time groups were formed depending on whether or not the children were meeting current recommendations. Logistic regression was used to examine the influence of physical activity and screen time on the odds of being overweight. RESULTS Children meeting physical activity and screen time recommendations were the least likely to be overweight. Approximately 10% of the boys and 20% of the girls meeting both recommendations were overweight, compared with 35% to 40% of those who did not meet either recommendation. Screen time and physical activity appeared to be equivalent risk factors for boys, even though physical activity in girls was more strongly associated with body mass index. CONCLUSIONS Children not meeting the physical activity or screen time recommendations were 3 to 4 times more likely to be overweight than those complying with both recommendations.


BMC Medicine | 2009

Evaluation of a multiple ecological level child obesity prevention program: Switch ® what you Do, View, and Chew

Douglas A. Gentile; Greg Welk; Joey C. Eisenmann; Rachel A. Reimer; David A. Walsh; Daniel W. Russell; Randi Callahan; Monica Walsh; Sarah Strickland; Katie Fritz

BackgroundSchools are the most frequent target for intervention programs aimed at preventing child obesity; however, the overall effectiveness of these programs has been limited. It has therefore been recommended that interventions target multiple ecological levels (community, family, school and individual) to have greater success in changing risk behaviors for obesity. This study examined the immediate and short-term, sustained effects of the Switch program, which targeted three behaviors (decreasing childrens screen time, increasing fruit and vegetable consumption, and increasing physical activity) at three ecological levels (the family, school, and community).MethodsParticipants were 1,323 children and their parents from 10 schools in two states. Schools were matched and randomly assigned to treatment and control. Measures of the key behaviors and body mass index were collected at baseline, immediately post-intervention, and 6 months post-intervention.ResultsThe effect sizes of the differences between treatment and control groups ranged between small (Cohens d = 0.15 for body mass index at 6 months post-intervention) to large (1.38; parent report of screen time at 6 months post-intervention), controlling for baseline levels. There was a significant difference in parent-reported screen time at post-intervention in the experimental group, and this effect was maintained at 6 months post-intervention (a difference of about 2 hours/week). The experimental group also showed a significant increase in parent-reported fruit and vegetable consumption while child-reported fruit and vegetable consumption was marginally significant. At the 6-month follow-up, parent-reported screen time was significantly lower, and parent and child-reported fruit and vegetable consumption was significantly increased. There were no significant effects on pedometer measures of physical activity or body mass index in the experimental group. The intervention effects were moderated by child sex (for fruit and vegetable consumption, physical activity, and weight status), family involvement (for fruit and vegetable consumption), and child body mass index (for screen time). The perception of change among the experimental group was generally positive with 23% to 62% indicating positive changes in behaviors.ConclusionThe results indicate that the Switch program yielded small-to-modest treatment effects for promoting childrens fruit and vegetable consumption and minimizing screen time. The Switch program offers promise for use in youth obesity prevention.


BMC Public Health | 2010

Influence of socio-economic status on habitual physical activity and sedentary behavior in 8- to 11-year old children

Clemens Drenowatz; Joey C. Eisenmann; Karin A. Pfeiffer; Greg Welk; Kate Heelan; Douglas A. Gentile; David A. Walsh

BackgroundWhile socio-economic status has been shown to be an important determinant of health and physical activity in adults, results for children and adolescents are less consistent. The purpose of this study, therefore, is to examine whether physical activity and sedentary behavior differs in children by socio-economic status (SES) independent of body mass index.MethodsData were from two cohorts including 271 children (117 males; 154 females) in study 1 and 131 children in study 2 (63 males; 68 females). The average age was 9.6 and 8.8 years respectively. Height and body mass were assessed according to standard procedures and body mass index (BMI, kg/m2) was calculated. Parent-reported household income was used to determine SES. Habitual, free-living physical activity (PA) was assessed by a pedometer (steps/day) in study 1 and accelerometer (time spent in moderate-to-vigorous PA) in study 2. Self-reported time spent watching TV and on the computer was used as measure of sedentary behavior. Differences in PA and sedentary behavior by SES were initially tested using ANOVA. Further analyses used ANCOVA controlling for BMI, as well as leg length in the pedometer cohort.ResultsIn study 1, mean daily steps differed significantly among SES groups with lower SES groups approximating 10,500 steps/day compared to about 12,000 steps/day in the higher SES groups. These differences remained significant (p < 0.05) when controlling for leg length. Lower SES children, however, had higher body mass and BMI compared to higher SES groups (p < 0.05) and PA no longer remained significant when further controlling for BMI. In study 2 results depended on the methodology used to determine time spent in moderate-to-vigorous physical activity (MVPA). Only one equation resulted in significant group differences (p = 0.015), and these differences remained after controlling for BMI. Significant differences between SES groups were shown for sedentary behavior in both cohorts (P < 0.05) with higher SES groups spending less time watching TV than low SES groups.ConclusionsChildren 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.

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Angeline Khoo

Nanyang Technological University

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Sara Prot

Iowa State University

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Sarah M. Coyne

Brigham Young University

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Albert K. Liau

Nanyang Technological University

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Hyekyung Choo

National University of Singapore

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