221 results on '"Gentile, Douglas A."'
Search Results
2. Comparing Virtual Reality, Video, and Audio-Guided Meditations in Fostering Positive Attitudes toward Meditation
3. Factorial structure of the Internet Gaming Disorder questionnaire in the Italian setting: a single-factored ailment or a multifaceted condition?
4. Silencing screaming with screens: The longitudinal relationship between media emotion regulation processes and children's emotional reactivity, emotional knowledge, and empathy.
5. Video Gaming
6. Developmental Changes in the Relation between Youth Disclosure and Parenting Behavior: A Cohort-sequential Analysis
7. Differential predictors of problematic internet use and problematic video gaming among school children: A 2-year longitudinal study.
8. Internet Gaming Disorder
9. Are mindful people less aggressive? The role of emotion regulation in the relations between mindfulness and aggression
10. Brief overview of the WHO Collaborative Project on the Development of New International Screening and Diagnostic Instruments for Gaming Disorder and Gambling Disorder
11. Learning from Video Games (and Everything Else)
12. Smashing the Screen
13. What is Known About Video Game and Internet Addiction After DSM-5
14. Contributors
15. Teaching Creativity
16. 26.3 GAMING DISORDER SYMPTOMS FROM ADOLESCENCE TO EMERGING ADULTHOOD: A 6-YEAR LONGITUDINAL STUDY
17. The General Learning Model
18. Applying Risk and Resilience Models to Predicting the Effects of Media Violence on Development
19. The Role of Peer Support in the Growth Trajectory of Pathological Internet Use Among Youth: A Protective Factor
20. Tantrums, toddlers and technology: Temperament, media emotion regulation, and problematic media use in early childhood
21. Comparing cyberbullying prevalence and process before and during the COVID-19 pandemic
22. Communication Apprehension and Willingness to Communicate in Veterinary Medicine Students: Implications for Mindfulness and Communication Training
23. Addressing the digital skills gap for future education
24. Pathological Technology Addictions: What Is Scientifically Known and What Remains to Be Learned
25. Some effects of sexist video games on self-masculinity associations
26. Corrigendum to “Effects of prosocial cartoon models on aggressive cognitions and aggressive behaviors” [Child. Youth Serv. Rev. 118 (2020) 105498]
27. Use of passive sensing to quantify adolescent mobile device usage: Feasibility, acceptability, and preliminary validation of the eMoodie application
28. Evaluating the Implementation of the SWITCH® School Wellness Intervention and Capacity-Building Process through Multiple Methods
29. Evaluating the implementation of the SWITCH® school wellness intervention and capacity-building process through multiple methods
30. Learning Processes and Violent Video Games
31. Violent Video Games: Effects on Youth and Public Policy Implications
32. Effects of prosocial cartoon models on aggressive cognitions and aggressive behaviors
33. Gaming Disorder in Children and Adolescents: Risk Factors and Preventive Approaches
34. Evaluating the Implementation of the SWITCH® School Wellness Intervention and Capacity-Building Process through Multiple Methods
35. Positive Effects of Video Gaming on Human Behavior
36. Evaluating the Implementation and Effectiveness of the SWITCH–MS: An Ecological, Multi-Component Adolescent Obesity Prevention Intervention
37. Evaluating The Implementation of The SWITCH® School Wellness Intervention Through Mixed Methods
38. Pathological video game symptoms from adolescence to emerging adulthood: A 6-year longitudinal study of trajectories, predictors, and outcomes.
39. Evaluating the Implementation of the SWITCH® School Wellness Intervention Through Mixed Methods
40. Internet gaming disorder: Relations between needs satisfaction in-game and in life in general.
41. Self-Regulation Failure Reduces the Effect Alcohol Portrayals in Movies on Indirect Attitudes toward Alcohol
42. Shaken & Stirred: effect alcohol portrayals in movies on attitudes toward alcohol and self-alcohol associations
43. Gaming patterns and related symptoms in adolescents using cluster analysis: Baseline results from the Internet User Cohort for Unbiased Recognition of Gaming Disorder in Early Adolescence (iCURE) study
44. Assessing students' use of optional online lecture reviews
45. Player Experience of Need Satisfaction Scale--Modified Version
46. 9 Interpretations and Public Policy
47. 7 Risk Factor Illustrations
48. 3 The General Aggression Model
49. 10 Reducing Violent Video Game Effects
50. 2 Effects of Exposure to Violent Entertainment Media
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