Projects

  • Project Lead
    Joanneke Weerdmeester
    Category
    Anxiety | Depression
    Project status
    Completed

    Exploring the Potential of Game-based Biofeedback for Anxiety Regulation

    This project explored the potential of using game-based biofeedback interventions for anxiety regulation. Specifically, the project had the following aims: 1) Creating a new integrative theoretical model featuring traditional as well as newly proposed mechanisms of change in biofeedback interventions for anxiety regulation. 2) Further developing and validating the efficacy of the biofeedback video game DEEP as an anxiety regulation tool. 3) Formulating guidelines for future research and development of biofeedback interventions for anxiety regulation.

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    Project Team
    • Joanneke Weerdmeester avatar Joanneke Weerdmeester

    • Isabela Granic avatar Isabela Granic

    • Rutger Engels avatar Rutger Engels

    • Marieke van Rooij avatar Marieke van Rooij

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  • Project Lead
    Elke Schoneveld
    Category
    Anxiety | Depression
    Project status
    Completed

    MindLight - Childhood Anxiety Prevention

    Many children have difficulties with fearful situations and are anxious. Interventions can help to teach children to cope effectively with anxiety-inducing situations. In our project, we rigorously tested whether an intervention in the form of a video game (MindLight) is effective in significantly reducing anxiety symptoms in children 8-12 years old. We did this by comparing MindLight to 1) a commercial game and 2) the gold-standard, cognitive-behavioural therapy for anxiety (Coping Cat). Furthermore, we evaluated the motivational characteristics of MindLight and for whom (e.g., age and gender differences) it is effective.

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    Project Team
    • Elke Schoneveld avatar Elke Schoneveld

    • Anna Lichtwarck-Aschoff avatar Anna Lichtwarck-Aschoff

    • Isabela Granic avatar Isabela Granic

    • Rutger Engels avatar Rutger Engels

    • Geert Verheijen avatar Geert Verheijen

    • Tom Hollenstein avatar Tom Hollenstein

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  • Project Lead
    Marlou Poppelaars
    Category
    Anxiety | Depression
    Project status
    Completed

    Can I Play Some More? Promoting Adolescent Well-being Through Engaging Video Games

    Commercial video games may offer a cheap and readily available way to help us understand in what way video games can be used to promote adolescent well-being. Excellent targets for this are games that involve social interaction, encourage both positive and negative emotions and are identified by youth themselves as potentially beneficial. By letting youth play several commercial video games in different settings, we can learn how games interact with well-being and motivation in both short and long-term.

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    Project Team
    • Marlou Poppelaars avatar Marlou Poppelaars

    • Isabela Granic avatar Isabela Granic

    • Anna Lichtwarck-Aschoff avatar Anna Lichtwarck-Aschoff

    • Adam Lobel avatar Adam Lobel

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  • Project Lead
    Lieke Wijnhoven
    Category
    Anxiety | Depression
    Project status
    Completed

    The Effect of the Game "MindLight" on Anxiety Symptoms of Children with an Autism Spectrum Disorder

    Because anxiety is an important cause of impairment for children with an Autism Spectrum Disorder (ASD), it is necessary that effective anxiety interventions are implemented for these children. Recently, a serious game called "MindLight" has been developed that is focused on decreasing anxiety in children. It is expected that MindLight is an effective anxiety treatment for children with an autism spectrum disorder.

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    Project Team
    • Lieke Wijnhoven avatar Lieke Wijnhoven

    • Isabela Granic avatar Isabela Granic

    • Rutger Engels avatar Rutger Engels

    • Daan Creemers avatar Daan Creemers

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  • Project Lead
    Anouk Tuijnman
    Category
    Anxiety | Depression
    Project status
    Writing Dissertation

    Social Games as Prevention Tools for Depression in Adolescents

    In my PhD project I study social games for the prevention of depression. In my project I take part in both the development and testing of games. I want to use video games to help youth become more emotionally resilient and to decrease the stigma that surrounds depression. I do this in close collaboration with other researchers and game designers. I am particularly interested in games that are played in a social context, because I believe that both social threat and social support are key factors in the development and maintenance of depression.

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    Project Team
    • Anouk Tuijnman avatar Anouk Tuijnman

    • Rutger Engels avatar Rutger Engels

    • Isabela Granic avatar Isabela Granic

    • Marloes Kleinjan avatar Marloes Kleinjan

    • Ken Koontz avatar Ken Koontz

    • Erik van den Berge avatar Erik van den Berge

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