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
Find me on

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
    Date
    16/12/2018
    Study/Course
    Location

    Gaming Against Anxiety: New Methodology for Personalized Game Interventions

    About the project

    Anxiety disorders are among the most common psychopathologies in children. This project investigates the effects of a biofeedback virtual reality game (DEEP) on breathing and anxiety-related symptoms in anxious children and develops new algorithms to detect changes in the player’s behavior during the game. The aim is to enable game interventions that are personalized to each individual child.

    view this project

  • Category
    Resilience
    Date
    01/02/2017
    Study/Course
    Location

    Can I Play Some More? Promoting Adolescent Wellbeing 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 wellbeing. 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 wellbeing in both short and long-term.

    view this project

  • Category
    Gaming
    Date
    16/12/2018
    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
    16/12/2018
    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

My updates

  • 15
    October
    UNTILL
    18
    October
    About the event

    CHI Play 2017

    Location

    Pakhuis De Zwijger, Amsterdam

    CHI PLAY is an international and interdisciplinary conference for researchers and professionals across all areas of play, games and human-computer interaction.

  • 26
    April
    UNTILL
    29
    April
    About the event

    AMAZE

    Location

    Berlin, Germany

    AMAZE. is an interdisciplinary, game-centered event and productions transcending media channels and cultures are the signature feature of AMAZE.

My publications

  • The Benefits of Playing Video Games

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

    Author: Isabela Granic

    Upload date: 12-16-2018

  • 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

  • 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

  • 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

  • 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

  • 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

  • Videospellen: De Positieve Effecten

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

    Author: Marlou Poppelaars

    Upload date: 03-01-2015

  • 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. doi: 10.1016/j.brat.2016.03.005

    Author: Marlou Poppelaars

    Upload date: 05-01-2016

  • 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. doi: 10.1007/978-3-658-07141-7_17

    Author: Marlou Poppelaars

    Upload date: 10-29-2014

  • 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.

    Author: Marlou Poppelaars

    Upload date: 09-10-2018

  • 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

  • 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

Worked together with

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Joanneke Weerdmeester

Researcher, psychologist, PhD-candidate, gamer, language enthusiast and lover of all things geeky.

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PhD-Candidate

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Isabela Granic

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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Director of GEMH Lab

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Hanneke Scholten

Researcher, multidisciplinary 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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PhD-Candidate

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Elke Schoneveld

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

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PhD-Candidate

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Anna Lichtwarck-Aschoff

Assistant Professor at the Developmental Psychopathology Department, mainly interested in general processes and principles of clinical change; mother of two wild boys.

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Assistant Professor

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Marlou Poppelaars

PhD Candidate passionate about psychopathology prevention, intrinsic motivation and the use of video games for this purpose. Loves to read, cook and making sure that bomb does not explode.

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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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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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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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