Elke Schoneveldonline

Short bio

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.

Top-3 games
  1. Little Big Planet
  2. Monument Valley
  3. Brothers: A Tale of Two Sons
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"One can no more say what the effects of video games are, than one can say what the effects of food are"

Daphne Bavelier

About me

I was born in a small village nearby Deventer, and did my bachelor in Psychology at the Radboud University in Nijmegen. In addition to the regular program, I went abroad for a semester to Glasgow University, Scotland. After my bachelor, I finished the Research Master Behavioural Science, specializing in social development and investigating the socialization of prosocial behavior by best friends of adolescents. To bridge the gap between science and practice, I also completed the clinical master Health Psychology in Nijmegen, including a clinical internship at Radboud Ambulatorium Youth and started to work as a PhD-student at the research group of Developmental Psychopathology. My project focuses on the prevention effect of the applied video game MindLight on anxiety symptoms in children. In the last three years, I conducted two randomized controlled trials comparing MindLight to a commercial video game (RCT 1) and to a cognitive-behavioural intervention (RCT 2). At the moment, I am looking into why and for whom MindLight works. In my spare time, I like to play board games and field hockey, and to go cycle racing in the beautiful nature around Nijmegen.

Projects I’ve worked on

  • Category
    Anxiety
    Date
    24/09/2018
    Study/Course
    Location

    MindLight - Childhood Anxiety Prevention

    About the project

    Many children have difficulties with fearful situations and are anxious. Interventions can help to teach children to cope effectively with anxiety-inducing situations. In our project, we rigorously tested whether an intervention in the form of a video game (MindLight) is effective in significantly reducing anxiety symptoms in children 8-12 years old. We did this by comparing MindLight to 1) a commercial game and 2) the gold-standard, cognitive-behavioural therapy for anxiety (Coping Cat). Furthermore, we aim to evaluate the reasons for why MindLight is effective (e.g., what kinds of mechanics work) and for whom (e.g., age and gender differences).

    view this project

  • Category
    Anxiety
    Date
    24/09/2018
    Study/Course
    Location

    Are Improvements in Anxiety Associated with How Children Play MindLight?

    About the project

    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.

    view this project

My updates

  • 23
    March
    UNTILL
    25
    March
    About the event

    International Convention of Psychological Science

    Location

    Vienna, Austria

    A large group of GEMH Lab members will be presenting our various study findings in a series of symposia, talks and poster sessions. We'll be sharing our latest findings, our challenges, our breakthroughs and, of course, our games!

My publications

  • Elke Schoneveld on Google Scholar

    Games for emotional and mental health

    Author: Elke Schoneveld

    Upload date: 09-24-2018

  • 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.

    Author: Elke Schoneveld

    Upload date: 10-01-2016

  • 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.

    Author: Elke Schoneveld

    Upload date: 09-27-2017

  • 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, 1-14. https://doi.org/10.1007/s10862-018-9684-4

    Author: Aniek Wols

    Upload date: 06-11-2018

Worked together with

PhD-candidate interested in how and why applied games for mental health work.

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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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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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