Several causal factors serve as potential key targets for an intervention amongst addiction in adolescents. The Smoking Cessation project wanted to focus on impulsivity through inhibitory control, the valuation of stimuli, and the influence of social networks.
A Go/NoGo task is commonly used to measure the degree of inhibitory control - press a button when a Go stimuli is shown and withhold that response when a NoGo stimulus is presented...
Hit-n-Run aimed to test and encourage alternative behavior practices among adolescents before they developed habitual smoking habits. The design specification required the game to be used in a one month intervention study, with a three month follow up evaluation.
Granic, I., Lobel, A., & Engels, R. C. (2014). American Psychologist, 69, 66-78.
Author: Isabela Granic
Upload date: 01-17-2014
Scholten, H., Luijten, M., Poppelaars, A., Johnson-Glenberg, M. C., & Granic, I. (2021). Health Psychology, 40(12), 998-1008. https://doi.org/10.1037/hea0001068
Author: Hanneke Scholten
Upload date: 07-01-2021
Scholten, H., Luijten, M., & Granic, I. (2019). Development and Psychopathology, 31, 1923-1943. doi: 10.1017/S0954579419001378
Author: Hanneke Scholten
Upload date: 06-17-2020
Scholten, H., Scheres, A., De Water, E., Graf, U., Granic, I., & Luijten, M. (2019). Psychonomic Bulletin and Review, 26, 1803-1849. doi: 10.3758/s13423-019-01629-2
Author: Hanneke Scholten
Upload date: 07-03-2019
Scholten, H., Granic, I., Chen, Z., Veling, H., & Luijten, M. (2019). Psychology & Health, 34(5), 609-625. doi: 10.1080/08870446.2018.1554184
Author: Hanneke Scholten
Upload date: 01-29-2019
un-TILTED! is a video game designed to help young adolescents (4th-6th grade) develop self-control in challenging situations, and it has won Gold at the 2024 Serious Play Awards!
This month's theme is smoking cessation and behavior change. We are looking forward to share our activities and thoughts and to start a discussion with the community.
Yay! I'm happy to announce that our latest has been officially published in the new APA journal Technology, Mind and Behavior!
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 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.
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
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.
As part of Immerse UK's series of webinars, Joanneke Weerdmeester discusses how biofeedback and VR can be a valuable tool for anxiety management and underlines the importance of cross-disciplinary collaboration between arts and science. She also shares some important theoretical and practical considerations for using and designing game-based biofeedback interventions.
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.
Expectations and beliefs not only have an influence on self-reported improvements, but they also influence our physiology.
In this blog, I will provide you with some (scientifically proven) steps and techniques to change your behaviour.
It's been a hell of a year, that old 2020. But now, we're starting a new one, and a new decade at that! Time for a fresh start. Here are some personal tips given by our GEMH Lab team members!
The placebo effect is more than just a sugar pill. The social context plays an important role in reinforcing beliefs about the treatment.
The relationship between our bodies and our minds is incredibly complex, and one of the most profound examples of this interaction may very well be the phenomenon of emotions. In keeping with this month's theme - Listen to Your Body - we will take a short trip down Emotion Lane and shed a little bit of light on what emotions are and how they may arise.
GEMH Lab's Joanneke Weerdmeester was interviewed by the local radio RN7 to talk about her research with DEEP
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?
Why are mindsets important, how do they relate to (mental) health and can mindsets be changed?
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.
This month’s theme is about placebo effects. Because the month is almost over, I would like to end the theme month with a discussion. Before I do so, I will briefly recap our previous blog posts.
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 14 Markus Paulus (Ludwig-Maximilians-University of Munich) gave a lecture at the BSI on the early development of helping, sharing, and comforting in young children. How does prosocial behavior develop? Is early instrumental helping based on other's needs? Or is there another motivation? Why should we even study prosocial behavior?
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'...
The Radboud University featured a short video where Dr. Joanneke Weerdmeester talks about her doctoral research around biofeedback games and anxiety regulation.
A storytelling podcast celebrating indigenous history, culture, perspectives, and creatives. Join us to learn about Ken Koontz the Creative Director at GEMH Lab as he talks about VR games used to train stress management.
James Comstock - Clockwork Plan Software Development, half man/half machine -- ALL AMAZING!!!
Andy Moon, for the great trailer music