• Project Lead
    Anouk Poppelaars
    Category
    Resilience
    Project status
    Preparation

    Facing the Challenge Together: a Social Game for Emotional Resilience

    Our research aims to transform young people’s mental health by developing and testing a social game for resiliency when facing stress events. Working in collaboration with the Award winning studio Aardman Animations, we want to harness the important mental health implications of both social support and mindsets, to develop a fun and engaging intervention.

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    Project Team
    • Anouk Poppelaars avatar Anouk Poppelaars

    • Maaike Verhagen avatar Maaike Verhagen

    • Isabela Granic avatar Isabela Granic

    • Ken Koontz avatar Ken Koontz

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  • Project Lead
    Jan Brammer
    Category
    Gaming
    Project status
    Preparation

    Control Over Automatic Action Tendencies Under Threat: A Biofeedback Training in Virtual Reality

    Fast and accurate decision making in threatening situations is vital for police officers on duty. However, under threat, people tend to react impulsively and lack cognitive control. This is why police officers need to train control over their responses to threat as much as possible. To enable this, we develop a virtual training environment with real-time biofeedback. We combine virtual reality and biofeedback to create a personalized, realistic training experience, while honing state-of-the-art technology and psychophysical theory.

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    Project Team
    • Abele Michela avatar Abele Michela

    • Jan Brammer avatar Jan Brammer

    • Karin Roelofs avatar Karin Roelofs

    • Isabela Granic avatar Isabela Granic

    • Evan Hirsch avatar Evan Hirsch

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  • Project Lead
    Nastasia Griffioen
    Category
    Depression
    Project status
    Preparation

    Information Sampling in Depression

    In this project, we aim to take a closer look at the way in which information is being sampled and integrated in individuals suffering from or at risk for depression. Since human beings are only able to perceive and process a limited amount of information, we have evolved to sample parts of information instead and attempt to draw accurate and workable conclusions based on the sample available to us. We have reason, however, to think that this process may be affected in depression, and aim to find out how exactly using methods such as behavioural computational modeling.

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    Project Team
    • Nastasia Griffioen avatar Nastasia Griffioen

    • Isabela Granic avatar Isabela Granic

    • Marieke van Rooij avatar Marieke van Rooij

    • Ken Koontz avatar Ken Koontz

    • Wil Cunningham avatar Wil Cunningham

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  • Project Lead
    Babet Halberstadt
    Category
    Resilience
    Project status
    Preparation

    Creating a Feeling of Social Support in Virtual Reality

    People with large social networks on average live longer, happier, less stressed lives. We can potentially leverage virtual reality to increase the experience of social support and impact daily stress and anxiety. Therefore, this project aims to pinpoint which aspects of virtual social interaction are needed to convey a sense of social support.

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    Project Team
    • Babet Halberstadt avatar Babet Halberstadt

    • Isabela Granic avatar Isabela Granic

    • Marieke van Rooij avatar Marieke van Rooij

    • Maaike Verhagen avatar Maaike Verhagen

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  • Project Lead
    Aniek Wols
    Category
    Gaming
    Project status
    Data Collection

    Nonspecific Factors in Video Games for Mental Health

    More and more games are designed to promote mental health. If these games are found to be effective, it is important to investigate which factors are responsible for the improvements in mental health. Most often, this type of research focuses on the specific clinical techniques that were designed into the game. However, from the clinical literature it is known that, for instance, expectations, motivation, and one’s mindset about the malleability of symptoms play a major role in positive intervention outcomes. In my project I aim to investigate these nonspecific factors and examine how we can manipulate these factors in order to optimize video games for mental health.

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    Project Team
    • Aniek Wols avatar Aniek Wols

    • Isabela Granic avatar Isabela Granic

    • Anna Lichtwarck-Aschoff avatar Anna Lichtwarck-Aschoff

    • Tom Hollenstein avatar Tom Hollenstein

    • Marlou Poppelaars avatar Marlou Poppelaars

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