• Project Lead
    Marlou Poppelaars
    Category
    Gaming
    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
    Adam Lobel
    Category
    Gaming
    Project status
    Completed

    Gaming and Children's Psycho-Social Development

    Despite widespread claims that video gaming is harmful for children's social and emotional development, hardly any research has tracked children over time to verify these claims. Moreover, such claims run contrary to the importance which psychologists have given to play. This project aimed to address these matters.

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    Project Team
    • Adam Lobel avatar Adam Lobel

    • Isabela Granic avatar Isabela Granic

    • Rutger Engels avatar Rutger Engels

    • William Burk avatar William Burk

    • Lisanne Stone avatar Lisanne Stone

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  • Project Lead
    Geert Verheijen
    Category
    Gaming
    Project status
    Completed

    The Influence of Playing Video Games on Social Development of Adolescents

    This project investigates the influences of different aspects of video game play behavior on the adjustment and social relationships of adolescents. In an annual survey, adolescents indicate their well-being and various elements of their video game play behavior (such as their motivation for gaming, type of games played, and the social context in which games are played). The aim of the project is to investigate how average, day-today gaming affects the social development of teens.

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    Project Team
    • Geert Verheijen avatar Geert Verheijen

    • Sabine Stoltz avatar Sabine Stoltz

    • Yvonne van den Berg avatar Yvonne van den Berg

    • Toon Cillessen avatar Toon Cillessen

    • Isabela Granic avatar Isabela Granic

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  • Project Lead
    Adam Lobel
    Category
    Gaming
    Project status
    Completed

    Fostering Emotional Competencies with Games in Classrooms

    This project strives to create a suite of analog games to be implemented in classrooms. The goal of these games is to improve children's emotional competencies in three domains which past research highlights as being crucial for healthy development: emotion vocabulary, cognitive reappraisal skills, and children's theory of emotion.

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    Project Team
    • Adam Lobel avatar Adam Lobel

    • Andrea Samson avatar Andrea Samson

    • David Sander avatar David Sander

    • Owen Harris avatar Owen Harris

    • Jeremy Falger avatar Jeremy Falger

    • Isabela Granic avatar Isabela Granic

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