Digital media are designed to serve many different functions: socialising, working, building relationships, as well as playing and being entertained. In this project, we seek to understand the impact of different features of digital media, and help youth align what they value and love with what they do on digital platforms, in order to increase wellbeing and coherent identity development.
Nastasia Griffioen
Isabela Granic
Hanneke Scholten
Ken Koontz
Hiromitsu Morita
Joanneke Weerdmeester
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.
Abele Michela
Jan Brammer
Karin Roelofs
Isabela Granic
Jacobien van Peer
Marieke van Rooij
Ken Koontz
Erik van den Berge
Evan Hirsch
People with large social networks on average live longer, happier, less stressed lives. We can potentially leverage video games and virtual spaces to increase the experience of social support and impact daily stress and anxiety. Therefore, this project aims to show that virtual social support can lower stress, and potentially impact stress coping behaviours.
Babet Halberstadt
Isabela Granic
Marieke van Rooij
Maaike Verhagen
Ken Koontz
Erik van den Berge
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.
Anouk Poppelaars
Maaike Verhagen
Isabela Granic
Ken Koontz
Social media are immensely popular, and - as it happens - a dense source of social information. In this project, we investigate what sort of information and experiences young people encounter on these social media, and how these things relate to their mental wellbeing, as well as how young people's momentary wellbeing relates to their social media behaviours.
Nastasia Griffioen
Isabela Granic
Marieke van Rooij
Anna Lichtwarck-Aschoff