• Project Lead
    Isabela Granic
    Category
    Resilience
    Project status
    Preparation

    Bloombox: A Toolkit for Creating Transformative Tech

    Creating digital tech—whether it be videogames or apps—that makes a real impact on human flourishing is hard! Luckily, at the GEMH Lab we have amassed many lessons learned, tips, tricks and caveats over the years of our existence. All of which we aim to bring together in the Bloombox: a toolkit for creating transformative tech.

    view this project

    Project Team
    • Isabela Granic avatar Isabela Granic

    • Hanneke Scholten avatar Hanneke Scholten

    • Nastasia Griffioen avatar Nastasia Griffioen

    • Ken Koontz avatar Ken Koontz

    • Steven Ma avatar Steven Ma

    view this project

  • Project Lead
    Abele Michela
    Category
    Behavior Regulation
    Project status
    Writing Dissertation

    DUST: Decisions Under Stress Training - A Biofeedback Training in Virtual Reality for police officers

    The work of a police officer can be seen as an evolutionary paradox: in places and situations where most people would fall prey to survival instincts of self-preservation, police officers ought to act calm, with proportionality and benevolence. 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.

    view this project

    Project Team
    • Abele Michela avatar Abele Michela

    • Jan Brammer avatar Jan Brammer

    • Karin Roelofs avatar Karin Roelofs

    • Jacobien van Peer avatar Jacobien van Peer

    • Ken Koontz avatar Ken Koontz

    • Erik van den Berge avatar Erik van den Berge

    • Isabela Granic avatar Isabela Granic

    view this project

  • Project Lead
    Nastasia Griffioen
    Category
    Social Media
    Project status
    Recruitment

    XCAVO: Realigning Your Digital Life

    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.

    view this project

    Project Team
    • Nastasia Griffioen avatar Nastasia Griffioen

    • Isabela Granic avatar Isabela Granic

    • Hanneke Scholten avatar Hanneke Scholten

    • Hiromitsu Morita avatar Hiromitsu Morita

    • Ken Koontz avatar Ken Koontz

    view this project

  • Project Lead
    Aniek Wols
    Category
    Resilience
    Project status
    Writing Dissertation

    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.

    view this project

    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

    view this project

  • Project Lead
    Nastasia Griffioen
    Category
    Social Media
    Project status
    Data Collection

    Social Media & Mental Health

    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.

    view this project

    Project Team
    • Nastasia Griffioen avatar Nastasia Griffioen

    • Isabela Granic avatar Isabela Granic

    • Hanneke Scholten avatar Hanneke Scholten

    • Anna Lichtwarck-Aschoff avatar Anna Lichtwarck-Aschoff

    view this project

Want to keep up-to-date with our research?