Publications

  • The Benefits of Playing Video Games

    Granic, I., Lobel, A., & Engels, R. C. (2014). American Psychologist, 69, 66-78.

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    Isabela Granic
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    01-17-2014
  • Beyond Screen Time: Identity Development in the Digital Age

    Granic, I., Morita, H., & Scholten, H. (2020). Psychological Inquiry, 31(3), 195-223. https://doi.org/10.1080/1047840X.2020.1820214

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    Isabela Granic
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    11-05-2021
  • Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint

    Scholten, H., & Granic, I. (2019). Journal of Medical Internet Research, 21(1), e11528. doi: 10.2196/11528

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    Hanneke Scholten
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    06-16-2020
  • Preventing Childhood Anxiety Disorders: Is an Applied Game as Effective as a Cognitive Behavioral Therapy-Based Program?

    Schoneveld, E. A., Lichtwarck-Aschoff, A., & Granic, I. (2017). Prevention Science, 1-13.

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    Elke Schoneveld
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    09-27-2017
  • Effectiveness of applied and casual games for young people's mental health: A systematic review of randomised controlled studies

    Wols, A., Pingel, M., Lichtwarck-Aschoff, A., & Granic, I. (2024). Effectiveness of applied and casual games for young people's mental health: A systematic review of randomised controlled studies. Clinical Psychology Review, 102396.

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    Aniek Wols
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    01-30-2024
  • In-Game Play Behaviours during an Applied Video Game for Anxiety Prevention Predict Successful Intervention Outcomes

    Wols, A., Lichtwarck-Aschoff, A., Schoneveld, E. A., & Granic, I. (2018). Journal of Psychopathology and Behavioral Assessment, 40, 655-668. https://doi.org/10.1007/s10862-018-9684-4

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    Aniek Wols
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    06-11-2018
  • Reductions of Anxiety Symptoms, State Anxiety, and Anxious Arousal in Youth Playing the Videogame MindLight Compared to Online Cognitive Behavioral Therapy

    Tsui, T. Y., DeFrance, K., Khalid-Khan, S., Granic, I., & Hollenstein, T. (2021). Games for Health Journal, 10(5), 330-338. https://doi.org/10.1089/g4h.2020.0083

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    Tiffany Y.L. Tsui
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    09-28-2021
  • Effects of the video game ‘MindLight’ on anxiety of children with an autism spectrum disorder: A randomized controlled trial

    Wijnhoven, L. A., Creemers, D. H., Vermulst, A. A., Lindauer, R. J., Otten, R., Engels, R. C., & Granic, I. (2020). Effects of the video game ‘MindLight’ on anxiety of children with an autism spectrum disorder: A randomized controlled trial. Journal of Behavior Therapy and Experimental Psychiatry, 68, 101548. https://doi.org/10.1016/j.jbtep.2020.101548

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    Lieke Wijnhoven
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    09-01-2020
  • A Randomized Controlled Trial to Test the Effectiveness of a Peer-Based Social Mobile Game Intervention to Reduce Smoking in Youth

    Scholten, H., Luijten, M., & Granic, I. (2019). Development and Psychopathology, 31, 1923-1943. doi: 10.1017/S0954579419001378

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    Hanneke Scholten
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    06-17-2020
  • A Randomized Controlled Trial Assessing the Efficacy of a Virtual Reality Biofeedback Video Game: Anxiety Outcomes and Appraisal Processes

    Weerdmeester, J., van Rooij, M. M.J.W., Maciejewski, D. F., Engels, R. C.M.E, & Granic, I. (2021). A Randomized Controlled Trial Assessing the Efficacy of a Virtual Reality Biofeedback Video Game: Anxiety Outcomes and Appraisal Processes. Technology, Mind, and Behavior. doi: 10.1037/tmb0000028

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    Joanneke Weerdmeester
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    08-05-2021
  • Deep-Breathing Biofeedback Trainability in a Virtual-Reality Action Game: A Single-Case Design Study With Police Trainers

    Michela, A., van Peer, J. M., Brammer, J. C., Nies, A., van Rooij, M. M. J. W., Oostenveld, R., Dorrestijn, W., Smit, A. S., Roelofs, K., Klumpers, F., & Granic, I. (2022). Frontiers in Psychology, 13, 29. https://doi.org/10.3389/fpsyg.2022.806163

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    Abele Michela
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    02-10-2022
  • Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study

    Bossenbroek, R., Wols, A., Weerdmeester, J., Lichtwarck-Aschoff, A., Granic, I., & van Rooij, M. (2020). JMIR Mental Health, 7(3), e16066. http://dx.doi.org/10.2196/16066

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    Aniek Wols
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    03-24-2020
  • A game-based assessment of the effects of rejection on young adults.

    Tuijnman, A., Kleinjan, M., Chen, S., Engels, R. C., & Granic, I. (2021). A game-based assessment of the effects of rejection on young adults. Proceedings of the ACM on Human-Computer Interaction, 5(CHI PLAY), 1-27. https://doi.org/10.1145/3474681

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    Anouk Tuijnman
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    10-06-2021
  • A Stimulated Recall Method for the Improved Assessment of Quantity and Quality of Social Media Use

    Griffioen, N., Van Rooij, M., Lichtwarck-Aschoff, A., & Granic, I. (2020). J Med Internet Res 2020;22(1):e15529.

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    Nastasia Griffioen
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    01-28-2020
  • Everyone Does It—Differently: A Window into Emerging Adults’ Smartphone Use

    Griffioen, N., Scholten, H., Lichtwarck-Aschoff, A. et al. (2021). Humanit Soc Sci Commun 8, 177. https://doi.org/10.1057/s41599-021-00863-1

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    Nastasia Griffioen
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    07-20-2021
  • Young People’s Digital Interactions from a Narrative Identity Perspective: Implications for Mental Health and Wellbeing

    Granic, I., Morita, H., & Scholten, H. (2020). Psychological Inquiry, 31(3), 258-270. https://doi.org/10.1080/1047840X.2020.1820225

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    Isabela Granic
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    11-05-2021
  • An Integrative Model for the Effectiveness of Biofeedback Interventions for Anxiety Regulation: Viewpoint

    Weerdmeester, J., van Rooij, M. M., Engels, R. C., & Granic, I. (2020). Journal of Medical Internet Research, 22(7), e14958.

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    Joanneke Weerdmeester
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    07-23-2020
  • Explicit Mental Health Messaging Promotes Serious Video Game Selection in Youth with Elevated Mental Health Symptoms

    Poppelaars, M., Wols, A., Lichtwarck-Aschoff, A., & Granic, I. (2018). Frontiers in Psychology. https://doi.org/10.3389/fpsyg.2018.01837

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    Marlou Poppelaars
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    09-10-2018
  • Can a commercial video game prevent depression? Null results and whole sample action mechanisms in a randomized controlled trial.

    Poppelaars, M., Lichtwarck-Aschoff, A., Otten, R., & Granic, I. (2021). Can a commercial video game prevent depression? Null results and whole sample action mechanisms in a randomized controlled trial. Frontiers in Psychology, 11, 575962. https://doi.org/10.3389/fpsyg.2020.575962

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    Marlou Poppelaars
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    01-12-2021
  • Associations between Different Aspects of Video Game Play Behavior and Adolescent Adjustment

    Verheijen, G. P., Burk, W. J., Stoltz, S. E. M. J., Berg, Y. H. M. v. d., & Cillessen, A. H. N. (2019). Journal of Media Psychology, 0, 1-13. doi: 10.1027/1864-1105/a000253

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    Geert Verheijen
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    03-08-2019
  • Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study

    Lobel, A., Engels, R. C.M.E., Stone, L. L., Burk, W., & Granic, I. (2017). 46, 884-897.

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    Adam Lobel
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    02-21-2017
  • From Wellbeing to Social Media Use and Back: Using a Novel Method to Assess the Bi-Directional Relationship Between Momentary Wellbeing and Social Media Use

    Griffioen, N., Van Rooij, M., Lichtwarck-Aschoff, A., & Granic, I. (2021). From Wellbeing to Social Media Use and Back: Using a Novel Method to Assess the Bi-Directional Relationship Between Momentary Wellbeing and Social Media Use. Frontiers in Psychology: Human-Media Interaction, 12:789302.

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    Nastasia Griffioen
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    12-24-2021
  • Preparing The Heart for Duty: Virtual Reality Biofeedback in an Arousing Action Game Improves in-action Voluntary Heart Rate Variability Control in Experienced Police [Doctoral Dissertation]

    A. Michela (2024). Preparing The Heart for Duty: Virtual Reality Biofeedback in an Arousing Action Game Improves in-action Voluntary Heart Rate Variability Control in Experienced Police. Doctoral Thesis. Radboud University.

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    Abele Michela
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    06-13-2024
  • Developing and testing social video games for adolescent depression [Doctoral Dissertation]

    A. Tuijnman (2023). Developing and testing social video games for adolescent depression. Doctoral Thesis. Radboud University.

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    Anouk Tuijnman
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    11-28-2023
  • Limits at infinity: Exploring emerging adults' complex relationship with social media [Doctoral Dissertation]

    N. Griffioen (2022). Limits at infinity: Exploring emerging adults' complex relationship with social media. Doctoral Thesis. Radboud University.

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    Nastasia Griffioen
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    09-12-2022
  • Engaging youth in depression prevention: Testing the effectiveness and appeal of applied and commercial video games [Doctoral Dissertation]

    M. Poppelaars (2021). Engaging youth in depression prevention: Testing the effectiveness and appeal of applied and commercial video games. Doctoral Thesis. Radboud University.

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    Marlou Poppelaars
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    11-26-2021
  • Take a DEEP Breath: Exploring the Potential of Game-based Biofeedback Interventions for Anxiety Regulations [Doctoral Dissertation]

    J.W. Weerdmeester (2021). Take a DEEP Breath: Exploring the Potential of Game-based Biofeedback Interventions for Anxiety Regulations. Doctoral Thesis. Radboud University.

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    Joanneke Weerdmeester
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    11-21-2021
  • Improving treatment of anxiety in children with autism spectrum disorder in clinical practice: The importance, effect and implementation of the video game Mindlight [Doctoral Dissertation]

    L.A.M.W. Wijnhoven (2020). Improving treatment of anxiety in children with autism spectrum disorder in clinical practice: The importance, effect and implementation of the video game Mindlight. Doctoral Thesis. Radboud University.

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    Lieke Wijnhoven
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    10-30-2020
  • The interplay between video games and social adjustment in adolescence [Doctoral Dissertation]

    G. P. Verheijen (2020). The interplay between video games and social adjustment in adolescence. Doctoral Thesis. Radboud University.

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    Geert Verheijen
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    10-13-2020
  • Designing and testing a game intervention to help youth quit smoking [Doctoral Dissertation]

    H. Scholten (2020). Designing and testing a game intervention to help youth quit smoking. Doctoral Thesis. Radboud University.

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    Hanneke Scholten
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    01-30-2020
  • Childhood Anxiety Prevention: An Evaluation of the Applied Game MindLight [Doctoral Dissertation]

    Schoneveld, E. A. (2019). Doctoral dissertation

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    Elke Schoneveld
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    02-26-2019
  • Game on: The relation between gaming & emotion regulation development [Doctoral Dissertation]

    A. Lobel (2017). Game on: The relation between gaming & emotion regulation development. Doctoral Thesis. Radboud University.

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    Adam Lobel
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    01-18-2017
  • Reducing the Noise of Reality

    Michela, A., van Rooij, M. M. J. W., Klumpers, F., van Peer, J. M. J. M., Roelofs, K., & Granic, I. (2019). Psychological Inquiry, 30(4), 203–210. https://doi.org/10.1080/1047840X.2019.1693872

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    Abele Michela
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    01-04-2020
  • A game-based school program for mental health literacy and stigma on depression (Moving Stories): Cluster randomized controlled trial

    Tuijnman, A., Kleinjan, M., Olthof, M., Hoogendoorn, E., Granic, I., & Engels, R. C. (2022). A Game-Based School Program for Mental Health Literacy and Stigma on Depression (Moving Stories): Cluster Randomized Controlled Trial. JMIR Mental Health, 9(8), e26615. https://doi.org/10.2196/26615

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    Anouk Tuijnman
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    08-17-2022
  • Prevalence of comorbid depressive symptoms and suicidal ideation in children with autism spectrum disorder and elevated anxiety symptoms.

    Wijnhoven, L. A., Niels-Kessels, H., Creemers, D. H., Vermulst, A. A., Otten, R., & Engels, R. C. (2019). Prevalence of comorbid depressive symptoms and suicidal ideation in children with autism spectrum disorder and elevated anxiety symptoms. Journal of Child & Adolescent Mental Health, 31(1), 77-84. https://doi.org/10.2989/17280583.2019.1608830

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    Lieke Wijnhoven
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    05-20-2019
  • Prevalence and Risk Factors of Anxiety in a Clinical Dutch Sample of Children with an Autism Spectrum Disorder

    Wijnhoven, L. A., Creemers, D. H., Vermulst, A. A., & Granic, I. (2018). Prevalence and risk factors of anxiety in a clinical Dutch sample of children with an autism spectrum disorder. Frontiers in Psychiatry, 9, 50. https://doi.org/10.3389/fpsyt.2018.00050

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    Lieke Wijnhoven
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    03-02-2018
  • The additive effect of CBT elements on the video game ‘MindLight’ in decreasing anxiety symptoms of children with autism spectrum disorder.

    Wijnhoven, L. A., Engels, R. C., Onghena, P., Otten, R., & Creemers, D. H. (2022). The additive effect of CBT elements on the video game ‘MindLight’ in decreasing anxiety symptoms of children with autism spectrum disorder. Journal of Autism and Developmental Disorders, 52, 150-168. https://doi.org/10.1007/s10803-021-04927-8

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    Lieke Wijnhoven
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    03-03-2021
  • Visualization, Self-Efficacy, and Locus of Control in a Virtual Reality Biofeedback Video Game for Anxiety Regulation

    Weerdmeester, J., van Rooij, M. M. J.W., & Granic, I. (2022). Visualization, Self-Efficacy, and Locus of Control in a Virtual Reality Biofeedback Video Game for Anxiety Regulation. Cyberpsychology, Behavior, and Social Networking, 25 (6).doi: 10.1089/cyber.2022.0030

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    Joanneke Weerdmeester
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    06-10-2022
  • Heterogeneity in some relationships between social media use and emerging adults’ affective wellbeing

    Griffioen, N., Scholten, H., Lichtwarck-Aschoff, A. et al. Heterogeneity in some relationships between social media use and emerging adults’ affective wellbeing. Curr Psychol (2022). https://doi.org/10.1007/s12144-022-04035-5

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    Nastasia Griffioen
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    12-03-2022
  • Artificial Intimacy: An Exploration of the Personal and Intimate in Natural Language Processing Models.

    Jones, M., Griffioen, N., Shklovski, I., & Hanteer, O. (2022). Artificial Intimacy: An Exploration of the Personal and Intimate in Natural Language Processing Models. NordiCHI ’22: Adjunct Proceedings of the 2022 Nordic Human-Computer Interaction Conference, 1, 1-2.

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    Nastasia Griffioen
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    10-08-2022
  • Digital Media and the Dual Aspect of Adolescent Identity Development: The Effects of Digital Media Use on Adolescents’ Commitments and Self-Stories

    Morita, H., Griffioen, N., & Granic, I. (2022). Digital Media and the Dual Aspect of Adolescent Identity Development: The Effects of Digital Media Use on Adolescents’ Commitments and Self-Stories. In J. Nesi, E. Telzer, & M. Prinstein (Eds.), Handbook of Adolescent Digital Media Use and Mental Health (pp. 63-84). Cambridge: Cambridge University Press.

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    Hiromitsu Morita
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    06-30-2022
  • Insights about Screen-use Conflict from Discussions between Mothers and Pre-adolescents: A Thematic Analysis

    Francis, K., Scholten, H., Granic, I., Lougheed, J., & Hollenstein, T. (2021). International Journal of Environmental Research and Public Health, 18(9), 4686. https://doi.org/10.3390/ijerph18094686

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    Kathleen Francis
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    04-28-2022
  • Mechanisms of Change in a Go/No-Go Training Game for Young Adult Smokers

    Scholten, H., Luijten, M., Poppelaars, A., Johnson-Glenberg, M. C., & Granic, I. (2021). Health Psychology, 40(12), 998-1008. https://doi.org/10.1037/hea0001068

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    Hanneke Scholten
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    07-01-2021
  • Breathing Biofeedback for Police Officers in a Stressful Virtual Environment: Challenges and Opportunities

    Brammer, J. C., van Peer, J. M., Michela, A., van Rooij, M. M. J. W., Oostenveld, R., Klumpers, F., Dorrestijn, W., Granic, I., & Roelofs, K. (2021). Frontiers in Psychology, 12, 586553. https://doi.org/10.3389/fpsyg.2021.586553

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    Jan Brammer
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    03-12-2021
  • The Effect of Expectations on Experiences and Engagement with an Applied Game for Mental Health

    Wols, A., Hollenstein, T., Lichtwarck-Aschoff, A., & Granic (2021). Games for Health, 10(4), 207-219.

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    Aniek Wols
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    08-09-2021
  • The Sims: A Social Improvement Mechanism for Adolescents

    Lobel, A., Engels, R., Tuijnman, A., de Valk, T., & Granic, I. (2013, April). Poster presented at the biennial meeting of the Society for Research in Child Development, Seattle, WA.

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    Adam Lobel
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    04-15-2013
  • Randomized Controlled Trial Testing the Effectiveness of a Depression Prevention Program (‘Op Volle Kracht’) Among Adolescent Girls with Elevated Depressive Symptoms

    Wijnhoven, L. A. M. W., Creemers, D. H. M., Vermulst, A. A., Scholte, R. H. J., & Engels, R. C. M. E. (2013). Journal of Abnormal Child Psychology, 1-12.

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    Lieke Wijnhoven
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    07-27-2013
  • Stressful Gaming, Interoceptive Awareness, and Emotion Regulation Tendencies: A Novel Approach

    Lobel, A., Granic, I., & Engels, R. C. (2014). Cyberpsychology, Behavior, and Social Networking, 17, 222-227.

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    Adam Lobel
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    04-03-2014
  • Associations between Children's Video Game Playing and Psychosocial Health: Information from Both Parent and Child Reports

    Lobel, A., Granic, I., Stone, L. L., & Engels, R. C.M.E. (2014). Cyberpsychology, Behavior, and Social Networking, 17, 639-643

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    Adam Lobel
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    10-01-2014
  • Autonomous and Controlled Motivation in a Randomized Controlled Trial Comparing School-based and Computerized Depression Prevention Programs

    Poppelaars, M., Tak, Y. R., Lichtwarck-Aschoff, A., Engels, R. C. M. E., Lobel, A., Merry, S. N., Lucassen, M. F. G., & Granic, I. (2014). In Schouten, B., Fedtke, S., Schijven, M., Vosmeer, M. & Gekker, A. (Eds.), Games for Health 2014 (pp. 125-135). Germany: Springer Fachmedien Wiesbaden. https://doi.org/10.1007/978-3-658-07141-7_17

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    Marlou Poppelaars
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    10-29-2014
  • Nevermind: Emotion Regulation in a Biofeedback Video Game

    Lobel, A., Gotsis, M., Reynolds, E., Annetta, M., Engels, R.C.M.E., & Granic, I. (2015). ESConS Neurogaming Conference. [Poster presentation].

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    Adam Lobel
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    05-05-2015
  • The Effect of the Video Game MindLight on Anxiety Symptoms in Children with an Autism Spectrum Disorder

    Wijnhoven, L. A. M. W., Creemers, D. H. M., Engels, R. C. M. E., Granic, I. (2015). BMC Psychiatry, 15:138.

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    Lieke Wijnhoven
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    07-01-2015
  • “Dojo”: A Videogame Intervention for Youths with Externalizing Problems and Anxiety. [A Pilot Study]

    Schuurmans, A. T., Nijhof, K. S., Vermaes, I. P. R., Engels, R. C. M. E., & Granic, I. (2015). Games for Health Journal, 4, 401-408.

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    Angela Schuurmans
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    10-01-2015
  • The Effects of Active Videogames on BMI among Young People: A Meta-Analysis

    Van 't Riet, J., Alblas, E., Crutzen, R., & Lu, A. (2015). Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice (pp. 277-292). Hershey, PA: IGI Global.

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    Eva Alblas
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    11-01-2015
  • A Randomized Controlled Trial Comparing Two Cognitive-Behavioral Programs for Adolescent Girls with Subclinical Depression: A School-Based Program (Op Volle Kracht) and a Computerized Program (SPARX)

    Poppelaars, M., Tak, Y. R., Lichtwarck-Aschoff, A., Engels, R. C. M. E., Lobel, A., Merry, S. N., Lucassen, M. F. G., & Granic, I. (2016). Behaviour Research and Therapy, 80, 33-42. https://doi.org/10.1016/j.brat.2016.03.005

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    Marlou Poppelaars
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    05-01-2016
  • DEEP: A Biofeedback Virtual Reality Game for Children At-risk for Anxiety

    van Rooij, M., Lobel, A., Harris, O., Smit, N., & Granic, I. (2016). CHI'16 Extended Abstracts, May 07-12, 2016, San Jose, CA, USA

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    Marieke van Rooij
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    05-07-2016
  • Designing and Utilizing Biofeedback Games for Emotion Regulation: The Case of Nevermind

    Lobel, A., Gotsis, M., Reynolds, E., Annetta, M., Engels, R. C.M.E., & Granic, I. (2016). CHI'16 Extended Abstracts, May 07-12, 2016, San Jose, CA, USA

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    Adam Lobel
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    05-07-2016
  • A Feasibility Study on the Effectiveness of a Full-Body Videogame Intervention for Decreasing Attention Deficit Hyperactivity Disorder Symptoms

    Weerdmeester, J., Cima, M., Granic, I., Hashemian, Y., & Gotsis, M. (2016). Games for Health Journal, 5(4), 258-269.

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    Joanneke Weerdmeester
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    08-01-2016
  • A Neurofeedback Video Game (MindLight) to Prevent Anxiety in Children: A Randomized Controlled Trial

    Schoneveld, E. A., Malmberg, M., Lichtwarck-Aschoff, A., Verheijen, G. P., Engels, R. C., & Granic, I. (2016). Computers in Human Behavior, 63, 321-333.

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    Elke Schoneveld
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    10-01-2016
  • Current Opportunities in Research and Development of Games for Mental Health

    Tuijnman, A. & Weerdmeester, J. (2017). CHI PLAY, October 15 - 18, 2017, Amsterdam.

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    Anouk Tuijnman
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    10-15-2017
  • Developing and Testing ScrollQuest: A Video Game Targeting Rejection Sensitivity in Adolescents

    Tuijnman, A., Granic, I., Whitkin, J., & Engels, R. C. M. E. (2017). In CHI PLAY'17 Extended Abstracts: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (pp. 213-221). New York, NY: ACM.

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    Anouk Tuijnman
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    10-15-2017
  • Exploring the Role of Self-efficacy in Biofeedback Video Games

    Weerdmeester, J., van Rooij, M., Harris, O., Smit, N., Engels, R. C., & Granic, I. (2017, October). In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (pp. 453-461). ACM.

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    Joanneke Weerdmeester
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    10-15-2017
  • Mental Health Outcomes of an Applied Game for Children with Elevated Anxiety Symptoms: A Randomized Controlled Non-inferiority Trial

    Schoneveld, E.A., Wols, A., Lichtwarck-Aschoff, A., Otten, R., & Granic I. (2020). Journal of Child and Family Studies. https://doi.org/10.1007/s10826-020-01728-y

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    Elke Schoneveld
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    06-24-2020
  • Behavioral Trainings and Manipulations to Reduce Delay Discounting: A Systematic Review.

    Scholten, H., Scheres, A., De Water, E., Graf, U., Granic, I., & Luijten, M. (2019). Psychonomic Bulletin and Review, 26, 1803-1849. doi: 10.3758/s13423-019-01629-2

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    Hanneke Scholten
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    07-03-2019
  • The Role of Motivation to Change and Mindsets in a Game Promoted for Mental Health

    Wols, A., Poppelaars, M., Lichtwarck-Aschoff, A., & Granic, I. (2020). Entertainment Computing, 100371.

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    Aniek Wols
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    07-07-2020
  • Preregistration: The Effect of Expectations on Experienced Fun, Mood, State-Anxiety and In-Game Play Behaviours while playing MindLight

    Wols, A., Hollenstein, T., Lichtwarck-Aschoff, A., & Granic, I. (2019). https://osf.io/6gmwv

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    Aniek Wols
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    07-05-2019
  • When Winning is Losing: A Randomized Controlled Trial Testing a Video Game to Train Food-Specific Inhibitory Control

    Poppelaars, A., Scholten, H., Granic, I., Veling, H., Johnson-Glenberg, M. C., & Luijten, M. (2018). Appetite, 129, 143-154. doi: 10.1016/j.appet.2018.06.039

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    Anouk Poppelaars
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    10-01-2018
  • Do Smokers Devaluate Smoking Cues after Go/NoGo Training?

    Scholten, H., Granic, I., Chen, Z., Veling, H., & Luijten, M. (2019). Psychology & Health, 34(5), 609-625. doi: 10.1080/08870446.2018.1554184

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    Hanneke Scholten
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    01-29-2019
  • The Influence of Competitive and Cooperative Video Games on Behavior During Play and Friendship Quality in Adolescence

    Verheijen, G. P., Stoltz, S. E. M. J., van den Berg, Y. H. M., & Cillessen, A. H. N. (2019). Computers in Human Behavior, 91, 297-304. doi: 10.1016/j.chb.2018.10.023

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    Geert Verheijen
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    02-01-2019
  • Friendly fire: Longitudinal effects of exposure to violent video games on aggressive behavior in adolescent friendship dyads

    Verheijen, G. P., Burk, W. J., Stoltz, S. E. M. J., van den Berg, Y. H. M., & Cillessen, A. H. N. (2018). Aggressive Behavior, 44, 257-267. doi: 10.1002/ab.21748

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    Geert Verheijen
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    05-01-2018
  • A Game-Based School Program for Mental Health Literacy and Stigma Regarding Depression (Moving Stories): Protocol for a Randomized Controlled Trial

    Tuijnman, A., Kleinjan, M., Hoogendoorn, E., Granic, I. & Engels, R.C. (2019). JMIR Research Protocols, 8(3):e11255, doi: 10.2196/11255

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    Anouk Tuijnman
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    03-14-2019
  • The Impact of Explicit Mental Health Messages in Video Games on Players’ Motivation and Affect

    Poppelaars, M., Lichtwarck-Aschoff, A., Kleinjan, M., & Granic, I. (2018). The impact of explicit mental health messages in video games on players’ motivation and affect. Computers in Human Behavior, 83, 16-23. doi: https://doi.org/10.1016/j.chb.2018.01.019

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    Marlou Poppelaars
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    07-01-2018
  • What Keeps Them Motivated? Children’s Views on an Applied Game for Anxiety

    Schoneveld, E. A., Lichtwarck-Aschoff, A., & Granic, I. (2019). Entertainment Computing, 29, 69-74.

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    Elke Schoneveld
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    03-01-2019
  • User Statistics for an Online Health Game Targeted at Children

    Alblas, E. E., Folkvord, F., Anschutz, D. J., Ketelaar, P. E., Granic, I., Mensink, F., Buijzen, M. & van 't Riet, J. P. (2017). Games Health J, 6(5), 319-325. doi: 10.1089/g4h.2016.0114

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    Eva Alblas
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    11-16-2017
  • A Randomized Controlled Trial to Test the Effectiveness of an Immersive 3D Video Game for Anxiety Prevention among Adolescents

    Scholten, H., Malmberg, M., Lobel, A., Engels, R. C. M. E., & Granic, I. (2016). PloS One, 11(1), e0147763. doi: 10.1371/journal.pone.0147763

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    Hanneke Scholten
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    01-27-2016
  • Videospellen: De Positieve Effecten

    Granic, I., Lobel, A., Poppelaars, M., & Engels, R. C. M. E. (2015). Kind en Adolescent, 36 (1), 1-22. https://doi.org/10.1007/s12453-014-0066-8

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    Marlou Poppelaars
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    01-22-2015
  • Meisjes in zorg: Depressie en suïcide.

    Creemers, D. H. M., Wijnhoven, L. A. M. W., Stikkelbroek, Y. A. J., & Buitelaar, J. K. (2015). Depressie en suïcide. In K. Nijhof & R. C. M. E. Engels (Eds.), Meisjes in zorg: Signalering, preventie en behandeling (pp. 241-272). Amsterdam: Uitgeverij SWP.

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    Lieke Wijnhoven
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    05-01-2015

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