• Project Lead
    Anouk Poppelaars
    Category
    Resilience
    Project status
    Preparation

    Facing the Challenge Together: a Social Game for Emotional Resilience

    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.

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    Project Team
    • Anouk Poppelaars avatar Anouk Poppelaars

    • Maaike Verhagen avatar Maaike Verhagen

    • Isabela Granic avatar Isabela Granic

    • Ken Koontz avatar Ken Koontz

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  • Project Lead
    Babet Halberstadt
    Category
    Resilience
    Project status
    Preparation

    Creating a Feeling of Social Support in Virtual Reality

    People with large social networks on average live longer, happier, less stressed lives. We can potentially leverage virtual reality to increase the experience of social support and impact daily stress and anxiety. Therefore, this project aims to pinpoint which aspects of virtual social interaction are needed to convey a sense of social support.

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    Project Team
    • Babet Halberstadt avatar Babet Halberstadt

    • Isabela Granic avatar Isabela Granic

    • Marieke van Rooij avatar Marieke van Rooij

    • Maaike Verhagen avatar Maaike Verhagen

    • Ken Koontz avatar Ken Koontz

    • Erik van den Berge avatar Erik van den Berge

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  • Project Lead
    Marlou Poppelaars
    Category
    Resilience
    Project status
    Data Collection

    Can I Play Some More? Promoting Adolescent Wellbeing 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 wellbeing. 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 wellbeing 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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