- Impact of Technology on Adolescents
- Child Development and Digital Technology
- Bullying, Victimization, and Aggression
- Digital Games and Media
- Media Influence and Health
- Social Media and Politics
- Obesity, Physical Activity, Diet
- Hate Speech and Cyberbullying Detection
- Educational Games and Gamification
- Health and Lifestyle Studies
- Physical Activity and Health
- Gambling Behavior and Treatments
- School Health and Nursing Education
- Child and Adolescent Psychosocial and Emotional Development
- Gender, Feminism, and Media
- Behavioral Health and Interventions
- Technology Adoption and User Behaviour
- Digital Mental Health Interventions
- Psychological and Temporal Perspectives Research
- Educational Methods and Impacts
- Health Policy Implementation Science
- Community Health and Development
- Sexuality, Behavior, and Technology
- Children's Physical and Motor Development
- Youth Development and Social Support
Iowa State University
2015-2024
University of Southern Indiana
2019
Minneapolis Institute of Arts
2004-2009
Michigan State University
2007
University of Tulsa
2007
Johnson & Johnson (Switzerland)
2007
University of Minnesota System
1993-1998
University of Minnesota
1998
Stanford University
1992
Vanderbilt University
1987-1991
We aimed to measure the prevalence and length of problem pathological video gaming or Internet use, identify risk protective factors, determine whether is a primary secondary problem, outcomes for individuals who become stop being gamers.A 2-year, longitudinal, panel study was performed with general elementary school population in Singapore, including 3034 children grades 3 (N = 743), 4 711), 7 916), 8 664). Several hypothesized factors developing overcoming were measured, weekly amount game...
Researchers have studied whether some youth are "addicted" to video games, but previous studies been based on regional convenience samples. Using a national sample, this study gathered information about video-gaming habits and parental involvement in gaming, determine the percentage of who meet clinical-style criteria for pathological gaming. A Harris poll surveyed randomly selected sample 1,178 American ages 8 18. About 8% video-game players exhibited patterns play. Several indicators...
For the first time, 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 main controversies surrounding decision include internet gaming disorder, but not addiction more globally, a in research appendix DSM-5, (ii) discuss meaning behind DSM-5 criteria disorder. also proposes common method assessing Although need diagnostic is debated, existence multiple instruments reflect...
Although dozens of studies have documented a relationship between violent video games and aggressive behaviors, very little attention has been paid to potential effects prosocial games. Theoretically, in which game characters help support each other nonviolent ways should increase both short-term long-term behaviors. We report three conducted countries with age groups test this hypothesis. In the correlational study, Singaporean middle-school students who played more behaved prosocially. two...
Video games have become extensively integrated into popular culture. Anecdotal observations of young surgeons suggest that video game play contributes to performance excellence in laparoscopic surgery. Training benefits for who should be quantifiable.There is a potential link between and surgical skill suturing.Cross-sectional analysis the residents attending physicians participating Rosser Top Gun Laparoscopic Skills Suturing Program (Top Gun). Three different exercises were performed,...
Recently, the American Psychiatric Association included Internet gaming disorder (IGD) in appendix of 5th edition Diagnostic and Statistical Manual Mental Disorders (DSM-5). The main aim current study was to test reliability validity 4 survey instruments measure IGD on basis 9 criteria from DSM-5: a long (27-item) short (9-item) polytomous scale dichotomous scale. psychometric properties these scales were tested among representative sample 2,444 Dutch adolescents adults, ages 13-40 years....
PART I. INTRODUCTION 1. Violent Video Games: Background and Overview 2. Effects of Exposure to Entertainment Media 3. The General Aggression Model II. NEW STUDIES 4. Study 1: Experimental Games with Elementary School College Students 5. 2: Correlational High 6. 3: Longitudinal 7. Risk Factor Illustrations III. GENERAL DISCUSSION (WHAT DOES IT ALL MEAN?) 8. New Findings Their Implications 9. Interpretations Public Policy 10. Reducing Game Appendix Best Practices Coding Ratings
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 problems, none these used longitudinal design.A sample 1323 middle childhood participants were assessed during 13-month period by parent- child-reported television game exposure as well teacher-reported problems. Another 210 late adolescent/early adult provided self-reports exposure, problems.Exposure to was...
The present study examines video game playing as it relates to attention problems and impulsiveness in a sample of 3,034 children adolescents from Singapore measured over 3 years. Consistent with previous research, those who spend more time games subsequently have problems, even when earlier sex, age, race, socioeconomic status are statistically controlled. Violent content may unique effect on impulsiveness, but total spent appears be consistent predictor. Individuals impulsive or games,...
Despite recent growth of research on the effects prosocial media, processes underlying these are not well understood. Two studies explored theoretically relevant mediators and moderators media helping. Study 1 examined associations among prosocial- violent-media use, empathy, helping in samples from seven countries. Prosocial-media use was positively associated with This effect mediated by empathy similar across cultures. 2 longitudinal relations prosocial-video-game violent-video-game a...
The psychological consequences of the global COVID-19 pandemic are just now starting to be understood; however, behavioral less understood. Thus, current report examined whether cyberbullying processes and frequency affected by pandemic. We compared US adult participant data from six months before start (July 2019; n = 181) collected in middle (May, 2020; 173) determine if there any significant differences anonymity perceptions, belief irrelevance muscularity for online bullying (BIMOB),...
Youth worldwide play violent video games many hours per week. Previous research suggests that such exposure can increase physical aggression.We tested whether high to increases aggression over time in both high- (United States) and low- (Japan) violence cultures. We hypothesized the amount of early a school year would predict changes aggressiveness assessed later year, even after statistically controlling for gender previous aggressiveness.In 3 independent samples, participants' game habits...
While socio-economic status has been shown to be an important determinant of health and physical activity in adults, results for children adolescents are less consistent. The purpose this study, therefore, is examine whether sedentary behavior differs by (SES) independent body mass index. Data were from two cohorts including 271 (117 males; 154 females) study 1 131 2 (63 68 females). average age was 9.6 8.8 years respectively. Height assessed according standard procedures index (BMI, kg/m2)...
Increase in internet use and video-gaming contributes to public concern on pathological or obsessive play of video games among children adolescents worldwide. Nevertheless, little is known about the prevalence symptoms Singaporean youth psychometric properties instruments measuring video-gaming.A total 2998 from 6 primary secondary schools Singapore responded a comprehensive survey questionnaire sociodemographic characteristics, habits, school performance, somatic symptoms, various...
Cyberbullying frequency is related to a wide range of negative outcomes. Little research has attempted delineate the long-term predictors and mechanisms predict cyberbullying. Study 1 (N 493) used correlational study that tested our model This predicted cyberbullying function positive attitudes toward cyberbullying, which are formed by strength anonymity exists in aggressing against others mediated world. Results showed strong support for model. 2 181) longitudinal design further test...
Research on parental monitoring of children's media use suggests parents can reduce the negative effects exposure children, although this research is rarely conducted with elementary school children and leaves open questions about whether or are better reporters. Participants were 1,323 their parents, teachers. Parents reported four aspects for TV video games: co‐using, limit setting amount, content, active mediation. gave much higher estimates than did children. Monitoring was moderated by...
Children spend more time with electronic media than they do in any other activity, aside from sleep. Many of the negative effects that stem exposure may be reduced by parental monitoring children's use; however, there lacks a clear understanding mechanisms and extent these protective effects.To determine prospective on physical, social, academic outcomes.Prospective cohort design. Data were collected in-home in-school surveys 2 communities Iowa Minnesota, where 1323 third- (n = 430), fourth-...