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
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.
The work of our lab was recently featured in a great video by the popular Youtube channel DidYouKnowGaming? The video addresses how games can have a positive effect on players, for instance by helping them cope with anxiety, depression, pain and attention deficits.
Sometimes it's important to press pause, take a deep breath and relax. Here is a simple breathing exercise that you can use to calm yourself down.
Do schools kill our kids' creativity?
Interview with GEMH-lab researcher Elke Schoneveld about applied game MindLight
Imagine you could snap your fingers and immediately be transported to a beautiful, serene world that responds to your stress with soothing resonance.
Last week, my colleague Marieke van Rooij and myself ran and managed a study in the midst of Cinekid’s Medialab. This project turned out to be more ambitious than we had anticipated, but I think we pulled it off quite well. That said, I think a moment of reflection is warranted to go over all the choices and good fortune which facilitated our project’s success. All the materials mentioned here are available for download.
Just a collection of shots I took of people playing DEEP.