• Project Lead
    Nastasia Griffioen
    Category
    Social Media
    Project status
    Recruitment

    XCAVO: Realigning Your Digital Life

    Digital media are designed to serve many different functions: socialising, working, building relationships, as well as playing and being entertained. In this project, we seek to understand the impact of different features of digital media, and help youth align what they value and love with what they do on digital platforms, in order to increase wellbeing and coherent identity development.

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    Project Team
    • Nastasia Griffioen avatar Nastasia Griffioen

    • Ken Koontz avatar Ken Koontz

    • Hanneke Scholten avatar Hanneke Scholten

    • Isabela Granic avatar Isabela Granic

    • Joanneke Weerdmeester avatar Joanneke Weerdmeester

    • Hiromitsu Morita avatar Hiromitsu Morita

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  • Project Lead
    Abele Michela
    Category
    Behavior Regulation
    Project status
    Writing Dissertation

    DUST: Decisions Under Stress Training - A Biofeedback Training in Virtual Reality for police officers

    The work of a police officer can be seen as an evolutionary paradox: in places and situations where most people would fall prey to survival instincts of self-preservation, police officers ought to act calm, with proportionality and benevolence. This is why police officers need to train control over their responses to threat as much as possible. To enable this, we develop a virtual training environment with real-time biofeedback. We combine virtual reality and biofeedback to create a personalized, realistic training experience, while honing state-of-the-art technology and psychophysical theory.

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    Project Team
    • Abele Michela avatar Abele Michela

    • Jan Brammer avatar Jan Brammer

    • Karin Roelofs avatar Karin Roelofs

    • Isabela Granic avatar Isabela Granic

    • Jacobien van Peer avatar Jacobien van Peer

    • Ken Koontz avatar Ken Koontz

    • Erik van den Berge avatar Erik van den Berge

    • Evan Hirsch avatar Evan Hirsch

    • Marieke van Rooij avatar Marieke van Rooij

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  • 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
    Nastasia Griffioen
    Category
    Social Media
    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

    • Hanneke Scholten avatar Hanneke Scholten

    • Anna Lichtwarck-Aschoff avatar Anna Lichtwarck-Aschoff

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  • Project Lead
    Joanneke Weerdmeester
    Category
    Behavior Regulation
    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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