Projects

  • Project Lead
    Nastasia Griffioen
    Category
    Social Media
    Project status
    Preparation

    Echo: The Power of Connecting through Voice

    We are in the midst of a global transition in which digital “screens” are no longer simply entertainment devices and distractions; rather, young people are currently living in a hybrid reality that links digital spaces to offline contexts. It is clear that the current generation of young people is growing up in a digital ecosystem unprecedented in its ubiquity and complexity! With Echo, we aim to create a space that helps young people connect authentically with others and themselves.

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    Project Team
    • Nastasia Griffioen avatar Nastasia Griffioen

    • Isabela Granic avatar Isabela Granic

    • Hanneke Scholten avatar Hanneke Scholten

    • Ken Koontz avatar Ken Koontz

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  • Project Lead
    Suhaavi Kochhar
    Category
    Behavior Regulation
    Project status
    Recruitment

    Detour: A smartphone game to help youth quit smoking

    Welcome to Detour, the innovative mobile game designed to help youths quit smoking by offering guidance, social support, and goal setting. Developed by a team of researchers, game developers, and youths, Detour utilizes cutting-edge psychology research to distract from smoking urges, build healthier habits, and focus on a smoke-free future. With daily reminders, just-in-time interventions, and a habit tracker feature for motivation, Detour empowers young individuals to lead healthier, happier lives. Join the community today and take the first step toward a smoke-free future!

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    Project Team
    • Suhaavi Kochhar avatar Suhaavi Kochhar

    • Maartje Luijten avatar Maartje Luijten

    • Hanneke Scholten avatar Hanneke Scholten

    • Ken Koontz avatar Ken Koontz

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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

    • Jacobien van Peer avatar Jacobien van Peer

    • Erik van den Berge avatar Erik van den Berge

    • Isabela Granic avatar Isabela Granic

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  • Project Lead
    Aniek Wols
    Category
    Gaming
    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
    Completed

    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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