Douglas Gentile

Dr. Douglas Gentile

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Research Focus & Metrics

Academic Career Length

34Years (1993-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 February 2011 in Pediatrics
Verified
Journal Article
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DGDouglas Gentile
Douglas Gentile
HCHyekyung Choo
Hyekyung Choo
ALAlbert Liau
Albert Liau
TSTimothy Sim
Timothy Sim
DLDongdong Li
Dongdong Li
AKAngeline Khoo
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.

1 May 2009 in Psychological Science
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Journal Article
Open access
DGDouglas Gentile
Douglas 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.

23 January 2014 in Addiction
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Journal Article
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NPNancy M. Petry
Nancy M. Petry
FRFlorian Rehbein
Florian Rehbein
DGDouglas Gentile
Douglas Gentile
JLJeroen S. Lemmens
Jeroen S. Lemmens
HRHans‐Jürgen Rumpf
Hans‐Jürgen Rumpf
COCharles P. O'Brien
Charles P. O'Brien

10 January 2004 in Journal of Adolescence
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Journal Article
Closed access
DGDouglas Gentile
Douglas Gentile
PLPaul J Lynch
Paul J Lynch
JLJennifer Ruh Linder
Jennifer Ruh Linder
DWDavid A Walsh
David A Walsh

1 June 2015 in Psychological Assessment
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Journal Article
Closed access
JLJeroen S. Lemmens
Jeroen S. Lemmens
PVPatti M. Valkenburg
Patti M. Valkenburg
DGDouglas Gentile
Douglas Gentile
Recently, the American Psychiatric Association included Internet gaming disorder (IGD) in the appendix of the 5th edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). The main aim of the current study was to test the reliability and validity of 4 survey instruments to measure IGD on the basis of the 9 criteria from the DSM-5: a long (27-item) and short (9-item) polytomous scale and a long (27-item) and short (9-item) dichotomous scale. The psychometric properties of these scales were tested among a representative sample of 2,444 Dutch adolescents and adults, ages 13-40 years. Confirmatory factor analyses demonstrated that the structural validity (i.e., the dimensional structure) of all scales was satisfactory. Both types of assessment (polytomous and dichotomous) were also reliable (i.e., internally consistent) and showed good criterion-related validity, as indicated by positive correlations with time spent playing games, loneliness, and aggression and negative correlations with self-esteem, prosocial behavior, and life satisfaction. The dichotomous 9-item IGD scale showed solid psychometric properties and was the most practical scale for diagnostic purposes. Latent class analysis of this dichotomous scale indicated that 3 groups could be discerned: normal gamers, risky gamers, and disordered gamers. On the basis of the number of people in this last group, the prevalence of IGD among 13- through 40-year-olds in the Netherlands is approximately 4%. If the DSM-5 threshold for diagnosis (experiencing 5 or more criteria) is applied, the prevalence of disordered gamers is more than 5%.

25 March 2009 in Personality and Social Psychology Bulletin
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Journal Article
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DGDouglas Gentile
Douglas Gentile
CACraig A. Anderson
Craig A. Anderson
SYShintaro Yukawa
Shintaro Yukawa
NINobuko Ihori
Nobuko Ihori
MSMuniba Saleem
Muniba Saleem
ASAkira Sakamoto
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.