VOTE NOW!! The iamYu app competes for the ZonMw Medical Inspirator award. Cast your vote here [insert url] and contribute to personalized & collaborative youth care!
A long-lasting debate around game difficulty flared up again recently. Should games be inherently challenging? What can-or should-developers do to make their games more accessible? Does taking away the challenge hamstring a game’s ability to build resilience? My playthrough of Sayonara Wild Hearts provided me with the answers.
A meme is, simply put, an "idea, behavior, or style that spreads from person to person within a culture—often with the aim of conveying a particular phenomenon, theme, or meaning represented by the meme" (Wikipedia). Originally coined by famous biologist Richard Dawkins, memes are seen as the driving force behind culture, as vital to the development of culture as genes are vital to evolution. But are they really?
A new Stanford study has uncovered the next puzzle piece about how our brains process what we see around us... using Pokémon! I think, however, that there is an additional, valuable thing to be learned from this study, which has also to do with how we view things, but in a way you might not expect.
Social media has taken a prominent place in our lives. In order to understand it's effects, scientists often consider two different concepts: Bridging and Bonding.
Last Friday GEMH lab was featured in Het Jeugdjournaal to explain why games can help children to overcome their problems, such as anxiety. Het Jeugdjournaal is a Dutch news show that aims to educate children about worldwide and national news.
We’re slowly crawling towards the 'season to be merry', and in the spirit of positivity we’re going to take a look at 3 ways in which social media have created opportunities for our world (and us) to be better!
This month’s theme was about Fear of Failure. We wrote several blogs and GEMH-lab members shared their failures on twitter.
We are all so afraid of failing that we do almost everything to avoid it. We work as hard as we can, we live the most interesting and exiting social lives according to our personal Facebook and Instagram pages, and train in the gym to achieve a ‘killer body’. At the same time depression, anxiety, burnout, and even suicide rates are raising to unimaginable lengths, especially in youth and young adults. What is going on here and what factors are responsible for this contradictory phenomenon?
In our previous blog, we've discussed some early life events and personality traits that might make you more susceptible to developing a fear of failure. This time, we'll be talking about a much more recently developed source of self-doubt.
Abstract The prevalence of mental illness is on the rise –18% of adults in the USA had a diagnosed mental illness in 2014 ; however, 57% of adults with mental illness in the USA do not receive treatment . Untreated mental illness has serious consequences. The cost of depression and anxiety alone is estimated at $1 trillion per year in US dollars . In addition to these financial costs, people experience costs to their well-being that range from a lower quality of life  to a loss of life . Although mental health care systems can ...
Background Childhood anxiety is a global mental health concern. Interventions are needed that are effective, but also cost less, are more accessible and engage children long enough to build emotional resilience skills through practice. Methods The present randomized controlled study aimed to examine the prevention effects of a neurofeedback video game, MindLight, developed based on evidence-based practices with anxious youth. Over 750 children (7–13 years old) in elementary schools were screened for elevated anxiety; 136 ...
Abstract Anxiety disorders are among the most frequently diagnosed mental health problems in children, leading to potentially devastating outcomes on a personal level and high costs for society. Although evidence-based interventions are readily available, their outcomes are often disappointing and variable. In particular, existing interventions are not effective long-term nor tailored to differences in individual responsiveness. We therefore need a new approach to the prevention and treatment of anxiety in children and a ...
Abstract Objective: Externalizing problems, which are the main reason for youth referrals to mental health agencies, are highly persistent and predict a range of negative outcomes. Youths with externalizing problems are also frequently comorbid with anxiety. Among the most widely recognized evidence-based treatments is cognitive behavioral therapy (CBT). Although CBT principles seem to be sound, effect sizes remain moderate, suggesting improvements could be made to this conventional treatment approach. The main premise ...
@Gryphire @prezi @GEMH_Lab Don't ask me, playtest it 🤪 Great work so far though, I'm glad not everyone at BSI has… https://t.co/MD93p4bFFe
@prezi @GEMH_Lab Still missing an element or two, but the visuals are getting there. Looking forward to having peop… https://t.co/ocvcA5XfpU
@followerikvdb @prezi @GEMH_Lab Absolutely, already done. 👍🏻 It’s not going to be ‘hoverable’ at this point, but who knows, maybe later.
@Gryphire @prezi @GEMH_Lab Protip: make a version where it's really clear what you can click on and what it leads t… https://t.co/wKL2eCp8JN
@PlayNiceInst @prezi @GEMH_Lab Here's a preview! I want to make it more polished and complete, but I'm pretty happy… https://t.co/aPtP4hgNxD
@yoanneke @prezi @GEMH_Lab That's exactly what I'm making it to be with Prezi! Check out my work in progress here! https://t.co/pRsUpIAQV7
@anouk_tuijnman @prezi @GEMH_Lab My plan exactly! 👍🏼 We just need to get some funds for some iPads.
@Gryphire @prezi @GEMH_Lab Wow, great idea! Let's make it happen at the BSI School Day!
@Gryphire @prezi @GEMH_Lab Looks like a point and click game! Make it happen Nas!
Hmm, I am engrossed by the idea to use @prezi to create a space in which people can independently explore @GEMH_Lab… https://t.co/jc4BiGmPyj
@Gryphire @GEMH_Lab @PlayNiceInst 速い! 😉
Last Wednesday part of @GEMH_Lab played #Samurai, a clean and simple resource-conquering #boardgame, recommendation… https://t.co/yWSpWiwKI5
RT @Gryphire: Great @PsychologieM article featuring @GEMH_Lab’s Marlou Poppelaars, about the power #gaming! https://t.co/FaNy3zp5CO