Game designer, VR-guru, mocap artist, animator, video editor and all-round problem solver. Avid gamer, movie lover and dabbling photographer.
"It seems that perfection is attained not when there is nothing more to add, but when there is nothing more to remove."
As member of the Radboud University Faculty of Social Sciences’ Technical Support Group, I help researchers with creating compelling and effective (interactive) audio-visual stimuli for their behavioral experiments. My multidisciplinary background in Communication and Multimedia Design allows me to judge which medium, style, genre and/or technique is best suited for each individual project.
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.
People with large social networks on average live longer, happier, less stressed lives. We can potentially leverage video games and virtual spaces to increase the experience of social support and impact daily stress and anxiety. Therefore, this project aims to show that virtual social support can lower stress, and potentially impact stress coping behaviours.
In my PhD project I study social games for the prevention of depression. In my project I take part in both the development and testing of games. I want to use video games to help youth become more emotionally resilient and to decrease the stigma that surrounds depression. I do this in close collaboration with other researchers and game designers. I am particularly interested in games that are played in a social context, because I believe that both social threat and social support are key factors in the development and maintenance of depression.
A long-lasting debate around game difficulty flared up again recently. Should games be inherently challenging? What can-or should-developers do to make their games more accessible? Does taking away the challenge hamstring a game’s ability to build resilience? My playthrough of Sayonara Wild Hearts provided me with the answers.
@Gryphire @prezi @GEMH_Lab Don't ask me, playtest it
@Gryphire @prezi @GEMH_Lab Protip: make a version where it's really clear what you can click on and what it leads t… https://t.co/wKL2eCp8JN
Shout-out to the fine folks at @GEMH_Lab who keep me sane and happy (and employed
@PlayNiceInst I wrote the thing. https://t.co/gfnuTCSn5Q
@Gryphire @GEMH_Lab Interesting! Most memes are centered around an expression or gesture which helps you empathise… https://t.co/Kr5MB2a1cQ
The wall of feedback from kids playing #DeepVR at the #DTW2019 @GEMH_Lab booth is the best. So much joy and creativ… https://t.co/QJzqxCeBqP
@PlayNiceInst @GEMH_Lab @HannekeScholten That's not our Hanneke
I've been enjoying reading and sharing #FailFridays for the @GEMH_Lab theme month. It shows failing is normal, and… https://t.co/tDnz5S5QJ2
Yesterday I forgot how to do a basic thing in Windows. Normally I just look it up on Google, but my client was sitt… https://t.co/21voAnhWby
Tuijnman, A., Granic, I., Whitkin, J., & Engels, R. C. M. E. (2017). Developing and testing ScrollQuest: A video game targeting rejection sensitivity in adolescents. 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.
Author: Anouk Tuijnman
Upload date: 10-15-2017
Tuijnman, A., Kleinjan, M., Hoogendoorn, E., Granic, I. & Engels, R.C. (2019) A Game-Based School Program for Mental Health Literacy and Stigma Regarding Depression (Moving Stories): Protocol for a Randomized Controlled Trial. JMIR Researc Protocols, 8(3):e11255, doi: 10.2196/11255
Author: Anouk Tuijnman
Upload date: 03-14-2019