Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
Skip to main content

    Douglas Gentile

    Background: School wellness programming is important for promoting academic achievement and healthy lifestyles in youth; however, research is needed on methods that can help schools implement and sustain programs on their own. The purpose... more
    Background: School wellness programming is important for promoting academic achievement and healthy lifestyles in youth; however, research is needed on methods that can help schools implement and sustain programs on their own. The purpose of this study was to investigate factors within and outside the school environment that impacted school capacity for implementation and potential sustainability of wellness programming. Methods: As part of the School Wellness Integration Targeting Child Health (SWITCH®) intervention, elementary school wellness teams (N=30) were guided through a capacity-building process focused on promoting the adoption of healthy lifestyle behaviors in students. Data on implementation were collected through three standardized surveys and interviews (pre-mid-post) and a post-implementation interview. Indicators of organizational capacity were assessed using the School Wellness Readiness Assessment (SWRA). Paired t-tests were run to assess changes in implementation ...
    Though video games can produce desirable learning outcomes, such as improved performance in school subjects, they also can produce undesirable outcomes, such as increased aggression. Some of the basic learning principles that make video... more
    Though video games can produce desirable learning outcomes, such as improved performance in school subjects, they also can produce undesirable outcomes, such as increased aggression. Some of the basic learning principles that make video games (particularly violent video games) effective at teaching are discussed in this chapter. A general learning model is presented to explain how video games can produce a variety of effects in their users. This model explains both the immediate, short term effects and cumulative, long term effects of video games. Implications of these principles are discussed in relation to education. The issue of addressing violent video games’ effects on aggression is also examined.
    Cultural generality versus specificity of media violence effects on aggression was examined in seven countries (Australia, China, Croatia, Germany, Japan, Romania, the United States). Participants reported aggressive behaviors, media use... more
    Cultural generality versus specificity of media violence effects on aggression was examined in seven countries (Australia, China, Croatia, Germany, Japan, Romania, the United States). Participants reported aggressive behaviors, media use habits, and several other known risk and protective factors for aggression. Across nations, exposure to violent screen media was positively associated with aggression. This effect was partially mediated by aggressive cognitions and empathy. The media violence effect on aggression remained significant even after statistically controlling a number of relevant risk and protective factors (e.g., abusive parenting, peer delinquency), and was similar in magnitude to effects of other risk factors. In support of the cumulative risk model, joint effects of different risk factors on aggressive behavior in each culture were larger than effects of any individual risk factor.
    Video games have become an incredibly popular and pervasive form of entertainment. Video game use has increased steadily overtime (Rideout, Foehr, & Roberts, 2010) and today 9 out of 10 American children and teens play video games... more
    Video games have become an incredibly popular and pervasive form of entertainment. Video game use has increased steadily overtime (Rideout, Foehr, & Roberts, 2010) and today 9 out of 10 American children and teens play video games (Gentile, 2009; Gentile & Walsh, 2002). On average, youth play video games for two hours a day (Rideout, Foehr, & Roberts, 2010). However, a significant percentage of males report playing four hours a day or more (e.g., Bailey, West, & Anderson, 2010). This fact that such a large number of children and adolescents frequently play video games makes understanding video game effects on players an important research goal. The rising popularity of video games has brought about an explosion of research on video game effects (Barlett, Anderson, & Swing, 2009). The increasingly large research literature on this topic consistently shows that video game effects are not trivial; significant effects of video game play are found in short-term
    Research Interests:
    In the 21st century media surrounds daily life. Advertisements have been designed to have substantial influence over the lives of their unsuspecting viewers. Critically analyzing media is not a skill commonly taught in schools despite its... more
    In the 21st century media surrounds daily life. Advertisements have been designed to have substantial influence over the lives of their unsuspecting viewers. Critically analyzing media is not a skill commonly taught in schools despite its potential benefits. The Iowa Media Literacy program (IMLP) was designed to educate children on how to analyze and interpret media. The IMLP\u27s main purpose is to increase children’s awareness of advertisements’ power to subconsciously influence them on a daily basis. The IMLP blends in-class presentations and activities, to promote active learning and involvement. The pilot program involved over 1300 children, fifth through eighth graders, across four school districts in Iowa. The program includes pre- and post-intervention surveys, asking students about their suspicion, knowledge, and attitudes towards advertisements. The purpose of this study is to measure the effectiveness of the IMLP by analyzing pre- and post-intervention differences in the student’s suspicion, knowledge, and attitudes towards media and advertisement. Furthermore, we will analyze possible differences in the third-person effect pre- and post-intervention. We found that the IMLP was effective in its design. Suspicion of advertisements increased, knowledge of advertisement goals increased, attitudes towards advertisements became more critical, and third-person effects decreased between pre- and postintervention surveys
    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,... more
    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) SNSs usage was positively correlated with both positive and negative indicators of mental health, and no significant difference between these two mean correlations was found; (2) age did not moderate the relationship between SNSs usage and mental health; (3) SNSs usage was positively related to positive indicators for measures of social network size, while general use was positively related to negative indicators; (4) stronger correlations were found between SNSs usage and positive indicators of mental health in collectivist cultures than in ...
    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... more
    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 process, a two-wave study among a sample of Chinese college students was conducted ( N = 350 at Time 1, 265 at Time 2). Data were analyzed with structural modeling. Cross-lagged analysis indicated that passive SNS usage at Time 1 predicted a decrease in subjective well-being at Time 2. Lower subjective well-being at Time 1 also predicted an increase in passive SNS usage at Time 2. These findings deepen our understanding of the complicated association between SNS usage and well-being and has implications for how to help individuals use SNS health...
    Influence of socio-economic status on habitual physical activity and sedentary behavior in 8- to 11-year old children
    1.2 The authors have added sex as a covariate to the abstract, but state that it made no difference to the results – it is unusual to include in a model a covariate that makes no difference. Response: The utilization of sex has been... more
    1.2 The authors have added sex as a covariate to the abstract, but state that it made no difference to the results – it is unusual to include in a model a covariate that makes no difference. Response: The utilization of sex has been deleted in the abstract and is now only addressed in the main paper. Title & throughout 2.1 Screen time is still used in the title and abstract. Response: Screen-time has been changed to sedentary behavior in the title and in the abstract. Methods 2.10 First paragraph: which measure of SB was used, child or parent report? Please clarify. Response: Given the age of the subjects, parent report was used for younger children and the child report for older children in study 2 but all children reported own screen time in study 1. Results 2.16 Table 2: It is still not clear why total screen time doesn’t appear in this table. Response: In the methods section (p. 9) it has been added that low-income children reported only limited access to computers. The sample s...
    Aim. To examine the simultaneous influence of physical activity, screen time, and sleep duration recommendations on the odds of childhood obesity (including overweight). Methods. Physical activity was assessed via pedometer and screen... more
    Aim. To examine the simultaneous influence of physical activity, screen time, and sleep duration recommendations on the odds of childhood obesity (including overweight). Methods. Physical activity was assessed via pedometer and screen time, and sleep duration were assessed via survey in a cross sectional sample of 674 children (aged 7–12 years) from two Midwestern communities in the fall of 2005. Participants were cross tabulated into four groups depending on how many recommendations were being met (0, 1, 2, or all 3). Linear and logistic regression were used to examine the influence of physical activity, screen time and sleep duration on obesity and interactions among the three variables. Results. Children achieving all three recommendations simultaneously (9.2% of total sample) were the least likely to be obese. Approximately 16% of boys and 9% of girls achieving all recommendations were overweight or obese compared to 53% of boys and 42.5% of girls not achieving any. Conclusions....
    Despite recent growth of research on the effects of prosocial media, processes underlying these effects are not well understood. Two studies explored theoretically relevant mediators and moderators of the effects of prosocial media on... more
    Despite recent growth of research on the effects of prosocial media, processes underlying these effects are not well understood. Two studies explored theoretically relevant mediators and moderators of the effects of prosocial media on helping. Study 1 examined associations among prosocial- and violent-media use, empathy, and helping in samples from seven countries. Prosocial-media use was positively associated with helping. This effect was mediated by empathy and was similar across cultures. Study 2 explored longitudinal relations among prosocial-video-game use, violent-video-game use, empathy, and helping in a large sample of Singaporean children and adolescents measured three times across 2 years. Path analyses showed significant longitudinal effects of prosocial- and violent-video-game use on prosocial behavior through empathy. Latent-growth-curve modeling for the 2-year period revealed that change in video-game use significantly affected change in helping, and that this relation...
    ... Available at: http://moses. creighton.edu/JRS/2005/2005–11.html. Accessed December 22, 2008 5. Paul G. The evolution of popular religiosity and secularism. In: Zuckerman P, ed. Atheism andSecularity. Westport, CT: Praeger; in press 6.... more
    ... Available at: http://moses. creighton.edu/JRS/2005/2005–11.html. Accessed December 22, 2008 5. Paul G. The evolution of popular religiosity and secularism. In: Zuckerman P, ed. Atheism andSecularity. Westport, CT: Praeger; in press 6. Zuckerman P. Society Without God. ...
    Studies of violent video games on children and adolescents were reviewed to: 1) determine the multiple effects; 2) to offer critical observations about common strengths and weaknesses in the literature; 3) to provide a broader perspective... more
    Studies of violent video games on children and adolescents were reviewed to: 1) determine the multiple effects; 2) to offer critical observations about common strengths and weaknesses in the literature; 3) to provide a broader perspective to understand the research on the effects of video games. The review includes general theoretical and methodological considerations of media violence, and description of the general aggression model (GAM). The literature was evaluated in relation to the GAM. Published literature, including meta-analyses, are reviewed, as well as relevant unpublished material, such as conference papers and dissertations. Overall, the evidence supports hypotheses that violent video game play is related to aggressive affect, physiological arousal, aggressive cognitions, and aggressive behaviours. The effects of video game play on school performance are also evaluated, and the review concludes with a dimensional approach to video game effects. The dimensional approach ...
    DOI: 10.1177/0146167209333045 2009; 35; 752 originally published online Mar 25, 2009; Pers Soc Psychol Bull Albert K. Liau, Angeline Khoo, Brad J. Bushman, L. Rowell Huesmann and Akira Sakamoto Douglas A. Gentile, Craig A. Anderson,... more
    DOI: 10.1177/0146167209333045 2009; 35; 752 originally published online Mar 25, 2009; Pers Soc Psychol Bull Albert K. Liau, Angeline Khoo, Brad J. Bushman, L. Rowell Huesmann and Akira Sakamoto Douglas A. Gentile, Craig A. Anderson, Shintaro Yukawa, Nobuko Ihori, Muniba Saleem, Lim Kam Ming, Akiko Shibuya, Correlational, Longitudinal, and Experimental Studies The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From
    BACKGROUND Many pain scales exist today; however, a comprehensive, easy-to-analyze test has yet to be available to evaluate a patient's pain and understand the sociocultural, cognitive, and affective factors contributing to a... more
    BACKGROUND Many pain scales exist today; however, a comprehensive, easy-to-analyze test has yet to be available to evaluate a patient's pain and understand the sociocultural, cognitive, and affective factors contributing to a patient's overall pain experience. Many scales have attempted to create an all-encompassing pain assessment but remain incomplete in their assessment of pain and the contributing aspects of pain. OBJECTIVE To present the Global Pain Scale (GPS) as an alternative to current pain assessments and evaluate the reliability and construct validity of the GPS. METHODS Two hundred sixty-two undergraduates with chronic pain at a large midwestern university participated in this survey study. Participants reported in which of 14 specific body regions they have pain, the frequency of pain, and treatment history for their pain. Participants completed 4 scales--GPS, the West Haven Yale Scale (WHY), the Perceived Stress Scale (PSS), and the short form McGill (SF-MPQ)--...
    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... more
    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 across three types of media (television, movies/videos, and video games); and (3) by measuring media violence exposure and aggressive/prosocial behaviors at two points in time during the school year. Two hundred thirty-six thirdthrough fifth-grade children were surveyed. Findings indicated that children who consumed more media violence early in the school year were found to be more verbally aggressive, relationally aggressive, and physically aggressive later in the school year (by self-report, peer nomination, and teacher nomination; controlling for sex). Children who consumed more media violence early in the school year were also more likely to have a hostile attribution bias later in the school year...
    ABSTRACT 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... more
    ABSTRACT 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 = 173) to determine if there are any significant differences in anonymity perceptions, belief in the irrelevance of muscularity for online bullying (BIMOB), cyberbullying attitudes, and cyberbullying perpetration. Results showed that there were significant increases in BIMOB, cyberbullying attitudes, and cyberbullying perpetration during the pandemic, but no significant change for anonymity perceptions. Further, the relationships between several variables germane to cyberbullying perpetration prediction were stronger during the pandemic than before. Overall, these findings add to our understanding of the behavioral impact the COVID-19 pandemic has on US adults.

    And 155 more