Projects

  • Project Lead
    Adam Lobel
    Category
    Gaming
    Project status
    Completed

    Fostering Emotional Competencies with Games in Classrooms

    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.

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    Project Team
    • Adam Lobel avatar Adam Lobel

    • Andrea Samson avatar Andrea Samson

    • David Sander avatar David Sander

    • Owen Harris avatar Owen Harris

    • Jeremy Falger avatar Jeremy Falger

    • Isabela Granic avatar Isabela Granic

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  • Project Lead
    Angela Schuurmans
    Category
    Anxiety | Depression
    Project status
    Completed

    Dojo - A Videogame Intervention to Decrease Anxiety and Externalising Problems in Youth

    Many youth are having problems with regulating their emotions, which could - over time - result in anxiety and/or externalizing problems. Two projects tested the videogame intervention Dojo that teaches youth relaxation techniques in order to improve their emotion regulation. One project focused on preventing the exacerbation of anxiety among adolescents in high-schools. The other projects focused on youth with externalizing problems - often with co-morbid anxiety - in residential care.

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    Project Team
    • Adam Lobel avatar Adam Lobel

    • Angela Schuurmans avatar Angela Schuurmans

    • Isabela Granic avatar Isabela Granic

    • Hanneke Scholten avatar Hanneke Scholten

    • Rutger Engels avatar Rutger Engels

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  • Project Lead
    Eva Alblas
    Category
    Behavior Regulation
    Project status
    Completed

    The Impact of Health Games on Implicit Attitudes Towards Food and Food Choice Behavior

    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.

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    Project Team
    • Eva Alblas avatar Eva Alblas

    • Frans Folkvord avatar Frans Folkvord

    • Doeschka J Anschütz avatar Doeschka J Anschütz

    • Jonathan van 't Riet avatar Jonathan van 't Riet

    • Moniek Buijzen avatar Moniek Buijzen

    • Isabela Granic avatar Isabela Granic

    • Erik van den Berge avatar Erik van den Berge

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