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Blanco-Herrera, Jorge A.; Gentile, Douglas A.; Rokkum, Jeffrey N. – Creativity Research Journal, 2019
Although many studies have focused on aggression or visual-spatial cognition effects of video games, the problem-solving aspects have been largely ignored. This study sought to expand the existing literature on video game effects by focusing on a rarely-tested outcome: creative production. As a game with few rules and a high amount of player…
Descriptors: Video Games, Creativity, Undergraduate Students, Television Viewing
Gorman, Thomas E.; Gentile, Douglas A.; Green, C. Shawn – American Journal of Play, 2018
As the popularity of video games has risen so too has the worry about the problems associated with playing them. The authors review the research concerning problem gaming, its similarity to some clinical addictions like gambling and drug and alcohol abuse, and current treatment options. They conclude that, regardless of how researchers and medical…
Descriptors: Video Games, Addictive Behavior, Mental Disorders, Clinical Diagnosis
Coyne, Sarah M.; Stockdale, Laura A.; Warburton, Wayne; Gentile, Douglas A.; Yang, Chongming; Merrill, Brett M. – Developmental Psychology, 2020
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…
Descriptors: Video Games, Adolescents, Young Adults, Predictor Variables
Coyne, Sarah M.; Busby, Dean; Bushman, Brad J.; Gentile, Douglas A.; Ridge, Robert; Stockdale, Laura – Family Relations, 2012
The current study assessed how playing video games can influence conflict and aggression in relationships. A sample of 1,333 heterosexual couples reported their video game playing habits, conflict regarding the media, and physical and relational aggression (both self and partner directed). Results showed that for men (but not women), time spent…
Descriptors: Video Games, Conflict, Aggression, Interpersonal Relationship
Sim, Timothy; Gentile, Douglas A.; Bricolo, Francesco; Serpelloni, Giovanni; Gulamoydeen, Farah – International Journal of Mental Health and Addiction, 2012
Preliminary research studies suggest that some people who use computer, video games, and the Internet heavily develop dysfunctional symptoms, often referred to in the popular press as an "addiction." Although several studies have measured various facets of this issue, there has been no common framework within which to view these studies. This…
Descriptors: Addictive Behavior, Self Control, Internet, Video Games
Gentile, Douglas A.; Berch, Olivia N.; Choo, Hyekyung; Khoo, Angeline; Walsh, David A. – Developmental Psychology, 2017
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…
Descriptors: Mass Media Effects, Family Environment, Hypothesis Testing, Age Differences
Gentile, Douglas A.; Nathanson, Amy I.; Rasmussen, Eric E.; Reimer, Rachel A.; Walsh, David A. – Family Relations, 2012
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…
Descriptors: Elementary School Students, Media Research, Marital Status, Violence
Gentile, Douglas A.; Gentile, J. Ronald – Journal of Youth and Adolescence, 2008
This article presents conceptual and empirical analyses of several of the "best practices" of learning and instruction, and demonstrates how violent video games use them effectively to motivate learners to persevere in acquiring and mastering a number of skills, to navigate through complex problems and changing environments, and to experiment with…
Descriptors: Elementary School Students, Curriculum Design, Play, Video Games
Gentile, Douglas A.; Walsh, David A. – 1999
This study examined family media habits, including the use of television, movies, videos, computer and video games, the Internet, music, and print media. The study was conducted by mail with telephone follow-ups, surveying a national random sample of 527 parents of 2- to 17-year-olds who completed MediaQuotient questionnaires. Findings were…
Descriptors: Adolescents, Children, Family Attitudes, Family Environment
Lynch, Paul J.; Gentile, Douglas A.; Olson, Abbie A.; van Brederode, Tara M. – 2001
Video games have become one of the favorite activities of children in America. A growing body of research links violent video game play to aggressive cognitions, attitudes, and behaviors. This study tested the predictions that exposure to violent video game content is: (1) positively correlated with hostile attribution bias; (2) positively…
Descriptors: Academic Achievement, Adolescent Attitudes, Adolescent Behavior, Adolescents