• 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.

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    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

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  • 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

    Reducing Stress Through Virtual Social Support

    People with large social networks on average live longer, happier, less stressed lives. We can potentially leverage video games and virtual spaces to increase the experience of social support and impact daily stress and anxiety. Therefore, this project aims to show that virtual social support can lower stress, and potentially impact stress coping behaviours.

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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
    GEMH Lab
    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.

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    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

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