The video game MindLight has been found to be an effective anxiety prevention program (see project: MindLight - Childhood Anxiety Prevention). However, we don’t know whether the clinical techniques incorporated in the game were responsible for the observed changes in anxiety symptoms. In this project we examined how children play MindLight, to what extent they interact with the clinical techniques in the game and how that relates to their anxiety improvements.
Aniek Wols
Anna Lichtwarck-Aschoff
Elke Schoneveld
Isabela Granic
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.
Adam Lobel
Andrea Samson
David Sander
Owen Harris
Jeremy Falger
Isabela Granic
Externalizing problems are the main reason youths are referred to residential care. However, often these youths also show co-morbid anxiety. This study aimed to test a videogame intervention (Dojo) that teaches youths relaxation-techiques in order to improve their emotion regulation.
Isabela Granic
Angela Schuurmans
Because of the observed overlap between obesity and substance abuse, excessive eating has been termed addictive behavior. We want to investigate whether video games can be used to modify automatic processes involved in eating behavior. The focus of this project is on a positive implicit attitude towards energy-dense food and automatic approach behavior.
Eva Alblas
Frans Folkvord
Doeschka J Anschütz
Jonathan van 't Riet
Moniek Buijzen
Isabela Granic
Erik van den Berge