• A Game-Based School Program for Mental Health Literacy and Stigma Regarding Depression (Moving Stories): Protocol for a Randomized Controlled Trial

    Tuijnman, A., Kleinjan, M., Hoogendoorn, E., Granic, I. & Engels, R.C. (2019) A Game-Based School Program for Mental Health Literacy and Stigma Regarding Depression (Moving Stories): Protocol for a Randomized Controlled Trial. JMIR Researc Protocols, 8(3):e11255, doi: 10.2196/11255

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    Anouk Tuijnman
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    03-14-2019
  • Associations between different aspects of video game play behavior and adolescent adjustment

    Verheijen, G. P., Burk, W. J., Stoltz, S. E. M. J., Berg, Y. H. M. v. d., & Cillessen, A. H. N. (2019). Associations between different aspects of video game play behavior and adolescent adjustment. Journal of Media Psychology, 0, 1-13. doi: 10.1027/1864-1105/a000253

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    Geert Verheijen
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    03-08-2019
  • What Keeps Them Motivated? Children’s Views on an Applied Game for Anxiety

    Schoneveld, E. A., Lichtwarck-Aschoff, A., & Granic, I. (2019). What keeps them motivated? Children’s views on an applied game for anxiety. Entertainment Computing, 29, 69-74.

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    Elke Schoneveld
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    03-01-2019
  • Childhood anxiety prevention: An evaluation of the applied game MindLight

    Schoneveld, E. A. (2019). Childhood anxiety prevention: An evaluation of the applied game MindLight (Doctoral dissertation)

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    Elke Schoneveld
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    02-26-2019
  • The influence of competitive and cooperative video games on behavior during play and friendship quality in adolescence

    Verheijen, G. P., Stoltz, S. E. M. J., van den Berg, Y. H. M., & Cillessen, A. H. N. (2019). The influence of competitive and cooperative video games on behavior during play and friendship quality in adolescence. Computers in Human Behavior, 91, 297-304. doi: 10.1016/j.chb.2018.10.023

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    Geert Verheijen
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    02-01-2019
  • Do smokers devaluate smoking cues after go/nogo training?

    Scholten, H., Granic, I., Chen, Z., Veling, H., & Luijten, M. (2019). Do smokers devaluate smoking cues after go/nogo training? Psychology & Health, 34(5), 609-625. doi: 10.1080/08870446.2018.1554184

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    Hanneke Scholten
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    01-29-2019
  • Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint

    Scholten, H., & Granic, I. (2019). Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint. Journal of Medial Internet Research, 21(1), e11528. doi: 10.2196/11528

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    Hanneke Scholten
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    01-14-2019
  • When winning is losing: A randomized controlled trial testing a video game to train food-specific inhibitory control

    Poppelaars, A., Scholten, H., Granic, I., Veling, H., Johnson-Glenberg, M. C., & Luijten, M. (2018). When winning is losing: A randomized controlled trial testing a video game to train food-specific inhibitory control. Appetite, 129, 143-154. doi: 10.1016/j.appet.2018.06.039

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    Anouk Poppelaars
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    10-01-2018
  • Explicit Mental Health Messaging Promotes Serious Video Game Selection in Youth with Elevated Mental Health Symptoms

    Poppelaars, M., Wols, A., Lichtwarck-Aschoff, A., & Granic, I. (2018). Frontiers in Psychology.

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    Marlou Poppelaars
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    09-10-2018
  • The Impact of Explicit Mental Health Messages in Video Games on Players’ Motivation and Affect

    Poppelaars, M., Lichtwarck-Aschoff, A., Kleinjan, M., & Granic, I. (2018). The impact of explicit mental health messages in video games on players’ motivation and affect. Computers in Human Behavior, 83, 16-23. doi: https://doi.org/10.1016/j.chb.2018.01.019

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    Marlou Poppelaars
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    07-01-2018
  • In-Game Play Behaviours during an Applied Video Game for Anxiety Prevention Predict Successful Intervention Outcomes

    Wols, A., Lichtwarck-Aschoff, A., Schoneveld, E. A., & Granic, I. (2018). Journal of Psychopathology and Behavioral Assessment, 1-14. https://doi.org/10.1007/s10862-018-9684-4

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    Aniek Wols
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    06-11-2018
  • Friendly fire: Longitudinal effects of exposure to violent video games on aggressive behavior in adolescent friendship dyads

    Verheijen, G. P., Burk, W. J., Stoltz, S. E. M. J., van den Berg, Y. H. M., & Cillessen, A. H. N. (2018). Friendly fire: Longitudinal effects of exposure to violent video games on aggressive behavior in adolescent friendship dyads. Aggressive Behavior, 44, 257-267. doi: 10.1002/ab.21748

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    Geert Verheijen
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    05-01-2018
  • Developing and Testing ScrollQuest: A Video Game Targeting Rejection Sensitivity in Adolescents

    Tuijnman, A., Granic, I., Whitkin, J., & Engels, R. C. M. E. (2017). Developing and testing ScrollQuest: A video game targeting rejection sensitivity in adolescents. In CHI PLAY'17 Extended Abstracts: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (pp. 213-221). New York, NY: ACM.

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    Anouk Tuijnman
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    01-04-2018
  • User Statistics for an Online Health Game Targeted at Children

    Alblas, E. E., Folkvord, F., Anschutz, D. J., Ketelaar, P. E., Granic, I., Mensink, F., Buijzen, M. & van 't Riet, J. P. (2017). User Statistics for an Online Health Game Targeted at Children. Games Health J, 6(5), 319-325. doi: 10.1089/g4h.2016.0114

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    Eva Alblas
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    11-16-2017
  • Exploring the Role of Self-efficacy in Biofeedback Video Games

    Weerdmeester, J., van Rooij, M., Harris, O., Smit, N., Engels, R. C., & Granic, I. (2017, October). Exploring the role of self-efficacy in biofeedback video games. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (pp. 453-461). ACM.

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    Joanneke Weerdmeester
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    10-15-2017
  • Preventing Childhood Anxiety Disorders: Is an Applied Game as Effective as a Cognitive Behavioral Therapy-Based Program?

    Schoneveld, E. A., Lichtwarck-Aschoff, A., & Granic, I. (2017). Prevention Science, 1-13.

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    Elke Schoneveld
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    09-27-2017
  • Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study

    Lobel, A., Engels, R. C.M.E., Stone, L. L., Burk, W., & Granic, I. (2017). 46, 884-897.

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    Adam Lobel
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    02-21-2017
  • A Neurofeedback Video Game (MindLight) to Prevent Anxiety in Children: A Randomized Controlled Trial

    Schoneveld, E. A., Malmberg, M., Lichtwarck-Aschoff, A., Verheijen, G. P., Engels, R. C., & Granic, I. (2016). Computers in Human Behavior, 63, 321-333.

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    Elke Schoneveld
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    10-01-2016
  • A Feasibility Study on the Effectiveness of a Full-Body Videogame Intervention for Decreasing Attention Deficit Hyperactivity Disorder Symptoms

    Weerdmeester, J., Cima, M., Granic, I., Hashemian, Y., & Gotsis, M. (2016). A Feasibility Study on the Effectiveness of a Full-Body Videogame Intervention for Decreasing Attention Deficit Hyperactivity Disorder Symptoms. Games for Health Journal, 5(4), 258-269.

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    Joanneke Weerdmeester
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    08-01-2016
  • Designing and Utilizing Biofeedback Games for Emotion Regulation: The Case of Nevermind

    Lobel, A., Gotsis, M., Reynolds, E., Annetta, M., Engels, R. C.M.E., & Granic, I. (2016). CHI'16 Extended Abstracts, May 07-12, 2016, San Jose, CA, USA

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    Adam Lobel
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    05-07-2016
  • DEEP: A Biofeedback Virtual Reality Game for Children At-risk for Anxiety

    van Rooij, M., Lobel, A., Harris, O., Smit, N., & Granic, I. (2016). CHI'16 Extended Abstracts, May 07-12, 2016, San Jose, CA, USA

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    Marieke van Rooij
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    05-07-2016
  • A Randomized Controlled Trial Comparing Two Cognitive-Behavioral Programs for Adolescent Girls with Subclinical Depression: A School-Based Program (Op Volle Kracht) and a Computerized Program (SPARX)

    Poppelaars, M., Tak, Y. R., Lichtwarck-Aschoff, A., Engels, R. C. M. E., Lobel, A., Merry, S. N., Lucassen, M. F. G., & Granic, I. (2016). Behaviour Research and Therapy, 80, 33-42. doi: 10.1016/j.brat.2016.03.005

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    Marlou Poppelaars
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    05-01-2016
  • A Randomized Controlled Trial to Test the Effectiveness of an Immersive 3D Video Game for Anxiety Prevention among Adolescents

    Scholten, H., Malmberg, M., Lobel, A., Engels, R. C. M. E., & Granic, I. (2016). PloS One, 11(1), e0147763. doi: 10.1371/journal.pone.0147763

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    Hanneke Scholten
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    01-27-2016
  • The Effects of Active Videogames on BMI among Young People: A Meta-Analysis

    Van 't Riet, J., Alblas, E., Crutzen, R., & Lu, A. (2015). Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice (pp. 277-292). Hershey, PA: IGI Global.

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    Eva Alblas
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    11-01-2015
  • “Dojo”: A Videogame Intervention for Youths with Externalizing Problems and Anxiety. [A Pilot Study]

    Schuurmans, A. T., Nijhof, K. S., Vermaes, I. P. R., Engels, R. C. M. E., & Granic, I. (2015). “Dojo”: a Videogame Intervention for Youths with Externalizing Problems and Anxiety. A Pilot Study. Games for Health Journal, 4, 401-408.

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    Angela Schuurmans
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    10-01-2015
  • The Effect of the Video Game Mindlight on Anxiety Symptoms in Children with an Autism Spectrum Disorder

    Wijnhoven, L. A. M. W., Creemers, D. H. M., Engels, R. C. M. E., Granic, I. (2015). BMC Psychiatry, 15:138.

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    Lieke Wijnhoven
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    07-01-2015
  • Nevermind: Emotion Regulation in a Biofeedback Video Game

    Lobel, A., Gotsis, M., Reynolds, E., Annetta, M., Engels, R.C.M.E., & Granic, I. (2015). ESConS Neurogaming Conference. [Poster presentation].

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    Adam Lobel
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    05-05-2015
  • Meisjes in zorg: Depressie en suïcide.

    Creemers, D. H. M., Wijnhoven, L. A. M. W., Stikkelbroek, Y. A. J., & Buitelaar, J. K. (2015). Depressie en suïcide. In K. Nijhof & R. C. M. E. Engels (Eds.), Meisjes in zorg: Signalering, preventie en behandeling (pp. 241-272). Amsterdam: Uitgeverij SWP.

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    Lieke Wijnhoven
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    05-01-2015
  • Videospellen: De Positieve Effecten

    Granic, I., Lobel, A., Poppelaars, M., & Engels, R. C. M. E. (2015). Kind en Adolescent, 36 (1), 1-22. doi:10.1007/s12453-014-0066-8

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    Marlou Poppelaars
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    03-01-2015
  • Autonomous and Controlled Motivation in a Randomized Controlled Trial Comparing School-based and Computerized Depression Prevention Programs

    Poppelaars, M., Tak, Y. R., Lichtwarck-Aschoff, A., Engels, R. C. M. E., Lobel, A., Merry, S. N., Lucassen, M. F. G., & Granic, I. (2014). In Schouten, B., Fedtke, S., Schijven, M., Vosmeer, M. & Gekker, A. (Eds.), Games for Health 2014 (pp. 125-135). Germany: Springer Fachmedien Wiesbaden. doi: 10.1007/978-3-658-07141-7_17

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    Marlou Poppelaars
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    10-29-2014
  • Associations Between Children's Video Game Playing and Psychosocial Health: Information from Both Parent and Child Reports

    Lobel, A., Granic, I., Stone, L. L., & Engels, R. C.M.E. (2014). Cyberpsychology, Behavior, and Social Networking, 17, 639-643

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    Adam Lobel
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    10-01-2014
  • Stressful Gaming, Interoceptive Awareness, and Emotion Regulation Tendencies: A Novel Approach

    Lobel, A., Granic, I., & Engels, R. C. (2014). Cyberpsychology, Behavior, and Social Networking, 17, 222-227.

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    Adam Lobel
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    04-03-2014
  • Randomized Controlled Trial Testing the Effectiveness of a Depression Prevention Program (‘Op Volle Kracht’) Among Adolescent Girls with Elevated Depressive Symptoms

    Wijnhoven, L. A. M. W., Creemers, D. H. M., Vermulst, A. A., Scholte, R. H. J., & Engels, R. C. M. E. (2013). Randomized controlled trial testing the effectiveness of a depression prevention program (‘Op Volle Kracht’) among adolescent girls with elevated depressive symptoms. Journal of Abnormal Child Psychology, 1-12.

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    Lieke Wijnhoven
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    07-27-2013
  • The Sims: A Social Improvement Mechanism for Adolescents

    Lobel, A., Engels, R., Tuijnman, A., de Valk, T., & Granic, I. (2013, April). Poster presented at the biennial meeting of the Society for Research in Child Development, Seattle, WA.

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    Adam Lobel
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    04-15-2013
  • The Benefits of Playing Video Games

    Granic, I., Lobel, A., & Engels, R. C. (2014). American Psychologist, 69, 66-78.

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    Isabela Granic
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    05-24-2019

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