Adam Lobeloffline

Short bio

User Research Analyst at Ubisoft Montréal. My favorite games tell emotionally rich stories and challenge me to think differently

Top-3 games
  1. Last of Us
  2. Metal Gear Solid series
  3. Chrono Trigger
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We don't stop playing because we grow old; we grow old because we stop playing.

George Bernard Shaw

About me

Born in Brooklyn, New York, I attained my Bachelor's in Psychology at Brooklyn College. Enamored by Amsterdam during a semester abroad, I returned to the University of Amsterdam for my Research Master’s, specializing in social psychology and researching the behavioral influences of shame and humiliation. For my PhD at the Radboud University in Nijmegen, I transitioned into gaming research, uniting my love for emotion research and video games. As made possible by the GEMH Lab, I worked together with innovative game designers who have a passion for making games that intersect with mental and emotional health.

For my postdoctoral work at the University of Geneva, I am developing tabletop games to teach emotion regulation skills to children. Learn more here.

Projects I’ve worked on

  • Category
    Anxiety | Depression
    Date
    27/04/2024
    Study/Course
    Location

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

    About the project

    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.

    view this project

  • Category
    Anxiety | Depression
    Date
    09/06/2020
    Study/Course
    Location

    Can I Play Some More? Promoting Adolescent Well-being Through Engaging Video Games

    About the project

    Commercial video games may offer a cheap and readily available way to help us understand in what way video games can be used to promote adolescent well-being. Excellent targets for this are games that involve social interaction, encourage both positive and negative emotions and are identified by youth themselves as potentially beneficial. By letting youth play several commercial video games in different settings, we can learn how games interact with well-being and motivation in both short and long-term.

    view this project

  • Category
    Gaming
    Date
    27/04/2024
    Study/Course
    Location

    Gaming and Children's Psycho-Social Development

    About the project

    Despite widespread claims that video gaming is harmful for children's social and emotional development, hardly any research has tracked children over time to verify these claims. Moreover, such claims run contrary to the importance which psychologists have given to play. This project aimed to address these matters.

    view this project

  • Category
    Gaming
    Date
    27/04/2024
    Study/Course
    Location

    Fostering Emotional Competencies with Games in Classrooms

    About the project

    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.

    view this project

no future events are set.

Archive


My publications

  • 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.

    Author: Adam Lobel

    Upload date: 02-21-2017

  • 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.

    Author: Adam Lobel

    Upload date: 01-18-2017

  • 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

    Author: Adam Lobel

    Upload date: 05-07-2016

  • 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

    Author: Marieke van Rooij

    Upload date: 05-07-2016

  • 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

    Author: Marlou Poppelaars

    Upload date: 05-01-2016

  • 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

    Author: Hanneke Scholten

    Upload date: 01-27-2016

  • 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].

    Author: Adam Lobel

    Upload date: 05-05-2015

  • 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

    Author: Marlou Poppelaars

    Upload date: 01-22-2015

  • 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

    Author: Marlou Poppelaars

    Upload date: 10-29-2014

  • 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

    Author: Adam Lobel

    Upload date: 10-01-2014

  • 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.

    Author: Adam Lobel

    Upload date: 04-03-2014

  • The Benefits of Playing Video Games

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

    Author: Isabela Granic

    Upload date: 01-17-2014

  • 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.

    Author: Adam Lobel

    Upload date: 04-15-2013

  • Adam Lobel on Google Scholar

    Gaming, Emotion Regulation

    Author: Adam Lobel

    Upload date: 04-27-2024

  • 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.

    Author: Marlou Poppelaars

    Upload date: 11-26-2021

  • 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

    Author: Marlou Poppelaars

    Upload date: 01-12-2021

  • 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.

    Author: Aniek Wols

    Upload date: 07-07-2020

  • 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

    Author: Marlou Poppelaars

    Upload date: 09-10-2018

  • 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

    Author: Marlou Poppelaars

    Upload date: 07-01-2018

  • 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.

    Author: Lieke Wijnhoven

    Upload date: 07-27-2013

Worked together with

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Isabela Granic
Director of GEMH Lab

Professor and Chair of the Developmental Psychopathology department in the Behavioural Science Institute; writer; voracious podcast consumer; mother of two upstanding little gamers

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Professor at McMaster's University & Co-founder of PlayNice Interactive

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Hanneke Scholten
Co-Director of GEMH Lab

Researcher, interdisciplinary work and collaboration, wants to understand the how's and why's, loves her high heels and coffee in the morning, walks and talks too fast.

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Assistant Professor at Erasmus MC Sophia Children's Hospital

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Joanneke Weerdmeester
Researcher at GEMH Lab

Behavioural scientist, lecturer, consultant, gamer, dungeon master, language enthusiast, and lover of all things geeky.

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Freelance Consultant

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Anna Lichtwarck-Aschoff
Collaborator

I am not so interested in *whether* certain interventions work but *how* they work. That is, I am mainly focusing on underlying processes and mechanisms of change across diagnostic categories and different treatment modalities. Mother of two wild boys!

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Professor of Orthopedagogics at University of Groningen

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Marlou Poppelaars

I am a Postdoctoral researcher passionate about internalizing psychopathology prevention and the use of technology and innovation for this purpose while stimulating intrinsic motivation. I love to read, cook and bake everything delicious. Working on finishing my dissertation and Two Dots (Level 3682 and counting).

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Post Doctorate at University of Groningen

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Elke Schoneveld

Graduate and psychologist interested in the effect of games on mental health. Likes why-questions, social impact and multidisciplinary collaboration. Bubbly, (not so crazy) cat lady and outdoor enthusiast.

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Graduate

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Angela Schuurmans

Researcher, writer, and photography addict. Loves animals and lives together with one dog, two bunnies, and eight chickens.

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PhD Candidate

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Marieke van Rooij

Assistant prof. and data geek at the GEMH lab, dynamical modelling, personalisation, wants to put the I back into AI, news junkie, cat lover.

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Assistant Professor

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Rutger Engels

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CEO at Trimbos Institute / Professor Developmental Psychopathology Utrecht University

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Niki Smit

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Game Designer & Artist

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Owen Harris

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Game Designer, Teacher & Human

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Marientina Gotsis

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Research Assistant Professor

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Lisanne Stone

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Senior Researcher at Centre for Anxiety Disorders

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William Burk

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Assistant Professor

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