Every once in a while I get a text, and it has no emoji in it. And even though the text is fine, and the contents are pretty neutral, the fact that there are no emoji puts my mind in an instantaneous state of doubt — is this person mad at me?
Our new open access viewpoint paper "An Integrative Model for the Effectiveness of Biofeedback Interventions for Anxiety Regulation" is online! With this paper we aimed to encourage a new phase of biofeedback research and implementation
During the online edition of the Waterkant Festival, Joanneke Weerdmeester (GEMH Lab) & Owen Harris (Explore DEEP) gave a joint talk on using interactive technology such as games and VR to improve our well-being. Check it out!
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.
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?
Yay! I'm happy to announce that our latest has been officially published in the new APA journal Technology, Mind and Behavior!
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.