A custom controller measures diaphragm expansion in order to sense deep breathing. This information is fed back to the player in a variety of visual cues, intimately linking their consciousness and breath.
The environment's layout gently encourages the player to slow their breath, to sink deeper and relax. It can be played for therapeutic or aesthetic reasons, and does not require the use of arms, legs or hands.
Ben Kuchera - Polygon
Weerdmeester, J., van Rooij, M. M. J.W., & Granic, I. (2022). Visualization, Self-Efficacy, and Locus of Control in a Virtual Reality Biofeedback Video Game for Anxiety Regulation. Cyberpsychology, Behavior, and Social Networking, 25 (6).doi: 10.1089/cyber.2022.0030
Author: Joanneke Weerdmeester
Upload date: 06-10-2022
J.W. Weerdmeester (2021). Take a DEEP Breath: Exploring the Potential of Game-based Biofeedback Interventions for Anxiety Regulations. Doctoral Thesis. Radboud University.
Author: Joanneke Weerdmeester
Upload date: 11-21-2021
Weerdmeester, J., van Rooij, M. M.J.W., Maciejewski, D. F., Engels, R. C.M.E, & Granic, I. (2021). A Randomized Controlled Trial Assessing the Efficacy of a Virtual Reality Biofeedback Video Game: Anxiety Outcomes and Appraisal Processes. Technology, Mind, and Behavior. doi: 10.1037/tmb0000028
Author: Joanneke Weerdmeester
Upload date: 08-05-2021
Bossenbroek, R., Wols, A., Weerdmeester, J., Lichtwarck-Aschoff, A., Granic, I., & van Rooij, M. (2020). JMIR Mental Health, 7(3), e16066. http://dx.doi.org/10.2196/16066
Author: Aniek Wols
Upload date: 03-24-2020
Weerdmeester, J., van Rooij, M., Harris, O., Smit, N., Engels, R. C., & Granic, I. (2017, October). In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (pp. 453-461). ACM.
Author: Joanneke Weerdmeester
Upload date: 10-15-2017
van Rooij, M., Lobel, A., Harris, O., Smit, N., & Granic, I. (2016). CHI'16 Extended Abstracts, May 07-12, 2016, San Jose, CA, USA
Author: Marieke van Rooij
Upload date: 05-07-2016
On Nov 23rd 2022, Dr. Joanneke Weerdmeester participated in a Radboud Reflects session together with Dr. Eelke Spaak focused on the effects of gaming. Dr. Spaak's talk focused on cognition and perception, whereas Joanneke focused on mental and emotional health. The talks were followed by an in-depth discussion. Talks and discussion are in Dutch.
Joanneke Weerdmeester's PhD research on DEEP was featured in a short item on regional TV (with subtitles)
RTL Z shortly stopped by our booth at INDIGO where we were showing DEEP, which resulted in a brief feature on the Dutch news of 17:30 on July 6th, 2017
GEMH-lab will be at INDIGO 2017 to showcase the amazing VR game DEEP, so come and say hi!
This month we focus on the connection between mind and body and we will discuss whether video games can help us listen to our body and practice techniques that change our body activity in a way that makes us feel better.
In this blog we explore the potential of video games that respond to signals from the player's body, i.e. biofeedback games. Specifically, we discuss whether they can help people to become more aware of their body and to effectively regulate their emotions.
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.
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
GEMH-lab's Joanneke Weerdmeester was interviewed by the local radio RN7 to talk about her research with DEEP
Prof dr. Isabela Granic and Owen Harris (DEEP director) spoke at the Unity for Humanity summit about how the VR biofeedback game DEEP merges art and science to soothe players’ anxiety. Watch the 10-min video where Isabel and Owen outline the design and research of DEEP.
The Radboud University featured a short video where Dr. Joanneke Weerdmeester talks about her doctoral research around biofeedback games and anxiety regulation.
Dr. Joanneke Weerdmeester and game designer Niki Smit were interviewed by national Dutch newspaper NRC to talk about the development and research behind DEEP; a VR biofeedback game designed to help alleviate anxiety. The interview was featured in 2-page spread in the physical newspaper as well as in an online article.
On November 21st, 2021 GEMH-lab's own Joanneke publicly defended her thesis entitled: "Take a DEEP Breath: Exploring the Potential of Game-based Biofeedback Interventions for Anxiety Regulation". In this blog you can find a link to her doctoral thesis as well as a link to the recorded livestream of the defense.
Joanneke Weerdmeester's PhD research on DEEP was featured in a short item on regional TV (with subtitles)
RTL Z shortly stopped by our booth at INDIGO where we were showing DEEP, which resulted in a brief feature on the Dutch news of 17:30 on July 6th, 2017
GEMH-lab will be at INDIGO 2017 to showcase the amazing VR game DEEP, so come and say hi!
In this blog we explore the potential of video games that respond to signals from the player's body, i.e. biofeedback games. Specifically, we discuss whether they can help people to become more aware of their body and to effectively regulate their emotions.
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.
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.
A new paper by Hanneke Scholten and Isabela Granic is out, published by the Journal of Medical Internet Research! Find 'Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint' here or read about it here.
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.
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!
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
GEMH-lab's Joanneke Weerdmeester was interviewed by the local radio RN7 to talk about her research with DEEP
Prof dr. Isabela Granic and Owen Harris (DEEP director) spoke at the Unity for Humanity summit about how the VR biofeedback game DEEP merges art and science to soothe players’ anxiety. Watch the 10-min video where Isabel and Owen outline the design and research of DEEP.
On November 21st, 2021 GEMH-lab's own Joanneke publicly defended her thesis entitled: "Take a DEEP Breath: Exploring the Potential of Game-based Biofeedback Interventions for Anxiety Regulation". In this blog you can find a link to her doctoral thesis as well as a link to the recorded livestream of the defense.
The Radboud University featured a short video where Dr. Joanneke Weerdmeester talks about her doctoral research around biofeedback games and anxiety regulation.
Dr. Joanneke Weerdmeester and game designer Niki Smit were interviewed by national Dutch newspaper NRC to talk about the development and research behind DEEP; a VR biofeedback game designed to help alleviate anxiety. The interview was featured in 2-page spread in the physical newspaper as well as in an online article.
Imagine you could snap your fingers and immediately be transported to a beautiful, serene world that responds to your stress with soothing resonance.
One of the coolest things about observing people when they play a game, especially when you get to observe them for an extended period of time, is witnessing the moment when someone becomes truly immersed in the game environment, when they truly connect with it, when something just 'clicks'...
Our research on the efficacy of the game DEEP has been nominated for the Klokhuis Science prize 2020! Klokhuis is a well-known educational TV show for children in the Netherlands and the winner will be featured in one of their episodes. Votes are open until November 13th. Please vote for us!
Just a collection of shots I took of people playing DEEP.
Joanneke Weerdmeester's PhD research on DEEP was featured in a short item on regional TV (with subtitles)
In this blog we explore the potential of video games that respond to signals from the player's body, i.e. biofeedback games. Specifically, we discuss whether they can help people to become more aware of their body and to effectively regulate their emotions.
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!
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
The placebo effect is often used to describe instances where improvements occur as a result of personal beliefs and expectations rather than active ingredients of a treatment. But what exactly does the placebo effect entail? How can it be explained? and why is it important to take into account?
GEMH-lab's Joanneke Weerdmeester was interviewed by the local radio RN7 to talk about her research with DEEP
The Radboud University featured a short video where Dr. Joanneke Weerdmeester talks about her doctoral research around biofeedback games and anxiety regulation.
Dr. Joanneke Weerdmeester and game designer Niki Smit were interviewed by national Dutch newspaper NRC to talk about the development and research behind DEEP; a VR biofeedback game designed to help alleviate anxiety. The interview was featured in 2-page spread in the physical newspaper as well as in an online article.
Owen Harris is a game designer, VR designer and lover of all things playful. When not working on DEEP, he designs games and VR experiences for the University of Cambridge, Cancer Research UK, Gambrinous and others.
Niki Smit is co-founder of Monobanda PLAY, a Utrecht based game company that develops playful interactive experiences. He is a game designer and artist.