The GEMH lab is seeking an experienced gameplay and mobile platform developer for the duration of 6-12 months (depending on skills and experience). Your work will include developing gameplay mechanics, scraping data from a variety of social media and streaming sources, and publishing to web and mobile platforms.
A 5-10 min texted based value assessment exercise
GEMH lab's Nastasia Griffioen wrote a blog on person-centric Artificial Intelligence (AI). What does this term actually mean and how do we strive to make sure that what we build is not just convenient and efficient, but also in line with our understanding of human psychology?
On June 8th our research with DEEP was featured in a great article in the Wallstreet Journal which discussed the promise of combining wearable biosensors with virtual reality and game design to create a new wave of more engaging and potentially more affordable and accessible forms of biofeedback training. In this blog we shortly outline our research with DEEP as well as other biofeedback video games.
Akili Interactive’s game EndeavorRx is the first game approved by the FDA to be prescribed as treatment for children with ADHD in the US. What does this mean for other games developed to improve emotional and mental health and change behavior?
A new paper by Aniek Wols, Marlou Poppelaars, Anna Lichtwarck-Aschoff and Isabela Granic is out, published in Entertainment Computing!
We have written blogs about games to play online with family and friends or games that can help you relax. Both of which seem very needed in the uncertain times we live in now, most of us quarantined. However, we realized that not all families have access to these games. We wanted to do something for them. We have donated our Playstations that we have used for studies in the past to families who live in poverty. You can read more about that and the organisations that we donated them to in this blogpost.
We compiled a huge list of online games you can play together; classic video games as well as online board games.
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.
Last week, our very own Isabel was part of a panel that discussed a new APA journal: Technology, Mind, and Behavior (TMB). Together with Nick Bowman, Shawn Green and Danielle McNamara, Isabel discussed why this new journal was a much needed addition to the media psychology landscape.
Yay! I'm happy to announce that our latest has been officially published in the new APA journal Technology, Mind and Behavior!
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 ...