• Project Lead
    Nastasia Griffioen
    Category
    Depression
    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.

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    Project Team
    • Nastasia Griffioen avatar Nastasia Griffioen

    • Isabela Granic avatar Isabela Granic

    • Marieke van Rooij avatar Marieke van Rooij

    • Anna Lichtwarck-Aschoff avatar Anna Lichtwarck-Aschoff

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  • Project Lead
    Marlou Poppelaars
    Category
    Depression
    Project status
    Writing Dissertation

    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
    Anouk Tuijnman
    Category
    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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