Research

We are a research and development lab that aims to establish the scientific foundations for effective mental health games. We empirically validate our games with rigorous research designs, we share our data publicly, and publish our results regardless of outcomes. We are also committed to developing a theoretical framework and new methodologies that stipulate how to use games to experimentally test theories of psychological change.

PROJECTSMORE...

Design

Our international partners include developmental psychologists, neuroscientists, veteran game developers, and artists whose objective is to harness the power of play to transform children's emotional lives. We co-design game experiences based on empirically validated principles, together with clinicians, parents and children themselves.

GAMESMORE...

The GEMH Lab

Welcome to the Games for Emotional and Mental Health (GEMH) Lab! We are committed to meeting young people in the digital playgrounds they have chosen to inhabit and providing choices that delight and empower youth while also training emotional resilience skills.

Latest Updates



Game Lounge

On Monday 30 October, the GEMH Game Lounge will open up for students at Radboud University. Every day between 12.30-13.30h students can come to the Lounge and play some (relaxing) games. The games in the Lounge include both commercial games as well as in-house developed (health) games.

** In case the Lounge is very full or you would like to play some games at home, check out our recommendations!

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Events View all events

  • 14
    June
    About the event

    Jong en Depressief 2

    Location

    Congrescentrum In de Driehoek

    At this (Dutch) conference trends, causes and treatments are discussed concerning depression in youth.

  • 14
    September
    About the event

    Studiedag Suicide- en Depressiepreventie

Latest Projects View all projects

  • Project Lead Category Project Status
    Nastasia Griffioen Depression Preparation

    Information Sampling in Depression

    About the project

    In this project, we aim to take a closer look at the way in which information is being sampled and integrated in individuals suffering from or at risk for depression. Since human beings are only able to perceive and process a limited amount of information, we have evolved to sample parts of information instead and attempt to draw accurate and workable conclusions based on the sample available to us. We have reason, however, to think that this process may be affected in depression, and aim to find out how exactly using methods such as behavioural computational modeling.

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  • Project Lead Category Project Status
    Babet Halberstadt Resilience Preparation

    Creating a Feeling of Social Support in Virtual Reality

    About the project

    People with large social networks on average live longer, happier, less stressed lives. We can potentially leverage virtual reality to increase the experience of social support and impact daily stress and anxiety. Therefore, this project aims to pinpoint which aspects of virtual social interaction are needed to convey a sense of social support.

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  • Project Lead Category Project Status
    Aniek Wols Gaming Data Collection

    Nonspecific Factors in Video Games for Mental Health

    About the project

    More and more games are designed to promote mental health. If these games are found to be effective, it is important to investigate which factors are responsible for the improvements in mental health. Most often, this type of research focuses on the specific clinical techniques that were designed into the game. However, from the clinical literature it is known that, for instance, expectations, motivation, and one’s mindset about the malleability of symptoms play a major role in positive intervention outcomes. In my project I aim to investigate these nonspecific factors and examine how we can manipulate these factors in order to optimize video games for mental health.

    view this project

RESEARCHERS

 

Vacancy for Research Assistant with Machine Learning Experience

The GEMH Lab is looking for a full-time research assistant to model physiological data from players of a virtual reality biofeedback game using machine learning methodology.


More Info

PUBLIC

 

NEW Perspectives|OLD Challenges

We are excited to work with professionals from different industries, please contact us to discuss creating new playful and meaningful experiences toward improving mental and emotional health.



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