WorldCat Identities

Gentile, Douglas A. 1964-

Overview
Works: 32 works in 92 publications in 2 languages and 4,164 library holdings
Genres: Educational films  Nonfiction films  Short films  Academic theses  Lectures  Documentary films 
Roles: Editor, Author, Author of screenplay, Narrator, Other, Contributor
Classifications: HQ784.V55, 302.231
Publication Timeline
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Most widely held works by Douglas A Gentile
Violent video game effects on children and adolescents : theory, research, and public policy by Craig Alan Anderson( Book )

25 editions published in 2007 in English and held by 2,145 WorldCat member libraries worldwide

"Anderson, Gentile, and Buckley first present an overview of empirical research on the effects of violent video games, and then add to this literature three new studies that fill the most important gaps. They update the traditional General Aggression Model to focus on both developmental processes and how media-violence exposure can increase the likelihood of aggressive and violent behavior in both short- and long-term contexts. Violent Video Game Effects on Children and Adolescents also reviews the history of these games' explosive growth, and explores the public policy options for controlling their distribution."--Jacket
Media violence and children : a complete guide for parents and professionals by Douglas A Gentile( Book )

24 editions published between 2003 and 2014 in English and held by 1,712 WorldCat member libraries worldwide

Experts present a broad range of approaches and findings to confirm that media violence has profoundly negative effects on children. The foremost experts in the field of media violence research present a broad range of approaches and findings to confirm what has long been suspected: media violence has profoundly negative effects on children. The contributors share concise and readable summaries of the most recent research -- along with research conducted over the past 40 years -- regarding the effects of violence in various media, including: television, film, video games, music, and the Internet. Scientifically documented negative effects on children include the aggressor effect, the victim effect, the bystander effect, and the appetite effect. Future steps to reduce the danger of media violence are also presented. This cross-disciplinary approach to media violence offers readers the most complete, up-to-date, and holistic understanding of the topic. Gentile and his contributors also examine and debunk long-held misconceptions about media violence, explaining the specific nature and unquestionable power of the negative effects. - Publisher
Learning from video games (and everything else) : the general learning model by Douglas A Gentile( )

6 editions published in 2021 in English and held by 77 WorldCat member libraries worldwide

Video games can have many effects on players, some of which could be intentional effects (e.g., games designed to train health compliance behaviors), and most of which are unintentional (e.g., violent games, stereotypes, gaming disorder). Some of these areas of research have been seen as controversial, but many of the controversies can be at least partially resolved by considering the learning mechanisms underlying the effects. We describe the General Learning Model in greater detail than has been provided elsewhere, including short-term and long-term mechanisms, processes of learning and forgetting, and moderators of learning. Video games use many of the best practices to train for both mastery and for transfer of learning. The implications for re-interpreting the literature on violent video games and gaming disorder, as well as for applied social psychology broadly defined, are discussed
Hooked on games : the lure and cost of video games and internet addiction by Andrew P Doan( Book )

1 edition published in 2012 in English and held by 66 WorldCat member libraries worldwide

Sex, murder, and video games( Visual )

5 editions published between 2003 and 2004 in English and held by 51 WorldCat member libraries worldwide

In response to video games that graphically depict women as sexual objects and victims of brutal violence, Sex, Murder, and Video Games explores how violence against women is promoted, how power and violence are related, and how violence against women is paired with entertainment
The impact of video games on children and youth by Douglas A Gentile( Book )

1 edition published in 2001 in English and held by 23 WorldCat member libraries worldwide

Media psychology : understanding the media's subconscious influence by Douglas A Gentile( )

3 editions published between 2018 and 2020 in English and held by 20 WorldCat member libraries worldwide

"Can you become addicted to mobile devices or video games? How do advertisers and the media leverage psychology to influence your behavior? Are children and younger audiences especially vulnerable?" These are just a few questions you'll discover no-nonsense, science-based answers to in this engaging course by world-renowned researcher Professor Douglas A. Gentile. Prof. Gentile leads cutting-edge research on topics such as media violence, video game addiction, screen time and school performance, and the power of parents. An acclaimed lecturer, he distills his wealth of experience into 21 eye-opening lectures. As you progress through the series, you will gain the knowledge necessary to maximize the benefits and minimize the potential harms of various media on yourself and those you love. You know how much mass media are transforming the way we work, play, and learn. New technologies have revolutionized the world--in many instances, for the better. But as different technologies continue to permeate every corner of our lives, it's important to be conscientious. Now you can understand the science of media as well as its impact on you and those around you. This series will make you a smarter consumer and a more active audience. And this course is a must-have for parents. As Prof. Gentile says, "It's like knowing how a magic trick is performed." You will leave the course understanding not just the "whats" of scientifically documented effects of the media, but also the "hows" and "whys" behind those effects
Meditation : [the busy person's guide to cultivating compassion and positive mind states] by Douglas A Gentile( Recording )

1 edition published in 2021 in English and held by 11 WorldCat member libraries worldwide

"Anyone can reap the rewards of meditation in as little as five minutes per day, and there's no wrong way to do it. In this audio course, Douglas Cheolsoeng Gentile helps you "learn by doing," guiding you in meditation practices designed to make you happier and wiser. Whether you wish to understand the philosophy behind meditation or integrate meditation into your daily life, you will find these lectures captivating and enriching"--Container
Videogiochi violenti : effetti su bambini e adolescenti by Craigh A Anderson( Book )

2 editions published in 2008 in Italian and held by 11 WorldCat member libraries worldwide

Il libro comprende tre contributi scientifici che colmano vuoti significativi nella letteratura sui videogiochi. Si tratta di giochi veramente pericolosi? I ricercatori studiano i processi umani evolutivi, indagando sulla possibilità di una connessione fra esposizione alla violenza mediatica e violenza effettiva dei comportamenti. Viene anche ripercorsa la storia e l'evoluzione sociale dei videogiochi, analizzando i provvedimenti per controllarne la distribuzione
Game on! : sensible answers about video games and media violence by Courtney Plante( Book )

1 edition published in 2020 in English and held by 4 WorldCat member libraries worldwide

Are video games really that bad?( Visual )

1 edition published in 2015 in English and held by 3 WorldCat member libraries worldwide

This episode of Horizon narrated by Sanjeev Bhaskar looks at the effect that video games have on the human psychology, namely whether they can make people aggressive and if they are addictive. Bhaskar also briefly looks at the possible positive effects that gaming can have. This show brings on a number of guests from various different fields including video game journalists, video game developers, psychologists and doctors. Each guest speaks about their views on the effect of video gaming within their respective fields. The show looks at a number of different studies which have looked into the effect of violent video games. One such study performed by psychologists Craig Anderson and Brad Bushman looked at whether there was a difference between the aggression levels of students after playing violent games compared to non-violent games. They also tested whether violent games could lead to a desensitisation to real life violence. A study run by Dr Andrew Przybylski of the University of Oxford in which participants played the game 'Tetris' or its significantly harder copy 'Bastet', suggests that video games in general could make people aggressive due to a rise in frustration levels, not necessarily because of a desensitisation of violence. Bhaskar also discusses the rise in video game addiction, especially in countries such as South Korea where they have clinics to help young people stop excessive gaming. Towards the end of the episode several studies into the benefits of video games are presented. For example, 'Underground' helps surgeons practice some of the skills involved with keyhole surgery. Some studies such as one taken at the University of Geneva showed that those who play video games might have a better attention capacity and ability to process visual information. One study found that cognitive functions, as well as memory and attention span are shown to have increased in older participants who regularly started playing video games
Frogs Sell Beer The Effects of Beer Advertisements on Adolescent Drinking Knowledge, Attitudes, and Behavior by Douglas A Gentile( Book )

1 edition published in 2001 in English and held by 3 WorldCat member libraries worldwide

This present research reveals how beer advertising affects adolescents' knowledge of beer brands, drinking attitudes, and drinking behaviors. In addition to traditional psychological approaches for measuring media effects on alcohol-related behaviors and attitudes, market research advertising tracking methods were included to permit a clearer and more complete picture of the effects of beer advertising on young people. Seventh through twelfth grade students (N=1,588) attending mandatory health classes in midwestern suburban schools and eastern urban schools participated in the study. Correlation analyses were conducted to determine whether the amount of money spent advertising beer brands in 1998 and 1999 strongly predicted adolescents' brand awareness, preference, and highest brand loyalty among adolescents. Regression analyses were also conducted to determine the predictors of students' intention to drink beer after they turned 21 and to determine the predictors of students' actual drinking behaviors. The pattern of results showed that the media and advertisements are significant predictors, and perhaps the most significant predictor of adolescents' knowledge and preference for beer brands, drinking behaviors, brand loyalty, and intentions to drink. (Contains 2 figures, 2 tables, 1 appendix, and 40 references.) (Author/JDM)
Looking through Time A Longitudinal Study of Children's Media Violence Consumption at Home and Aggressive Behaviors at School by Douglas A Gentile( Book )

1 edition published in 2003 in English and held by 3 WorldCat member libraries worldwide

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 third- through 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, and to be less prosocial later in the school year (by peer- and teacher-nomination). Media violence exposure was described as a risk factor for aggressive beliefs and behaviors, and it was concluded that media violence exposure in combination with other risk factors for aggression (e.g., hostile attribution bias, sex, prior aggression) can produce an effect greater than any single risk factor. (Author/HTH)
Media psychology : understanding & navigating the media's subconscious influence( Visual )

1 edition published in 2021 in English and held by 3 WorldCat member libraries worldwide

Get science-based answers to your most pressing questions about your kids and the media in these pioneering lectures that teach practical strategies for wiser media habits
The Effects of Violent Video Game Habits on Adolescent Aggressive Attitudes and Behaviors by Paul J Lynch( Book )

1 edition published in 2001 in English and held by 3 WorldCat member libraries worldwide

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 correlated with arguments with teachers and physical fights; (3) negatively correlated with school performance; and (4) positively correlated with hostility. Participating in the study were 607 eighth and ninth graders from 4 schools. Each prediction was supported. Youth who exposed themselves to greater amounts of video game violence saw the world as a more hostile place, were more hostile themselves, got into arguments with teachers more frequently, were more likely to be involved in physical fights, and performed more poorly in school. Video game violence exposure was a significant predictor of physical fights even when respondent sex, hostility level, and weekly amount of game play were statistically controlled. The findings suggest that video game violence is a risk factor for aggressive behavior and that parental involvement in video game play may act as a protective factor for youth. Results support the framework of the General Aggression Model. (Contains 3 tables and 33 references.) (Author/KB)
MediaQuotient[TM] National Survey of Family Media Habits, Knowledge, and Attitudes by Douglas A Gentile( Book )

2 editions published in 1999 in English and held by 3 WorldCat member libraries worldwide

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 organized into areas of media habits and attitudes, the connection between media habits and school performance, and the connection between media habits and media effects. Key findings include the following: (1) over half of parents of 2- to 17-year-olds have seen effects of violent video games, television, and movies on their children; (2) although parents expressed concern and children are using media for many hours each day, only 58 percent of parents have rules about how much tv may be watched, only 34 percent "always" or "often" use the tv rating system to help choose what programs their children may watch, and only 40 percent "always" or "often" look at the industry ratings before renting or buying computer or video games; (3) families that use electronic media less and read more have children who perform better in school, and families who have the tv on during meals more frequently have children who perform more poorly in school; and (4) parents who report that their children like to read more are also more likely to report having seen media have a positive effect on their children. Based on findings it was concluded that wise use of media can help develop knowledge and skills, as well as provide engaging entertainment; unwise use can be harmful. (The parent questionnaire is appended.) (Hth)
Evaluation of a multiple ecological level child obesity prevention program: Switch®what you Do, View, and Chew by Douglas A Gentile( )

1 edition published in 2009 in English and held by 2 WorldCat member libraries worldwide

Feasibility study of the SWITCH implementation process for enhancing school wellness by Senlin Chen( )

1 edition published in 2018 in English and held by 2 WorldCat member libraries worldwide

Long-term relations among prosocial-media use, empathy, and prosocial behavior by Sara Prot( )

1 edition published in 2018 in English and held by 2 WorldCat member libraries worldwide

Achievement directed leadership by Douglas A Gentile( )

1 edition published in 1987 in English and held by 2 WorldCat member libraries worldwide

 
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Violent video game effects on children and adolescents : theory, research, and public policy
Covers
Media violence and children : a complete guide for parents and professionalsHooked on games : the lure and cost of video games and internet addictionGame on! : sensible answers about video games and media violence
Alternative Names
Douglas Gentile wetenschapper

Gentile, Douglas A. 1964-

Languages