Game developer, VR-guru, mocap artist, animator, video editor and all-round problem solver. Avid gamer, movie lover and dabbling photographer.
Never get involved in a land war in Asia
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.
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.
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.
The work of a police officer can be seen as an evolutionary paradox: in places and situations where most people would fall prey to survival instincts of self-preservation, police officers ought to act calm, with proportionality and benevolence. This is why police officers need to train control over their responses to threat as much as possible. To enable this, we develop a virtual training environment with real-time biofeedback. We combine virtual reality and biofeedback to create a personalized, realistic training experience, while honing state-of-the-art technology and psychophysical theory.
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.
RT @Gryphire: Attention! We're looking for a senior #gamedev with #AI & #MachineLearning experience for an awesome new #game project we're…
RT @AniekWols: Why should we hide it? "Video games aiming to improve mental health may benefit from promoting the game’s mental health ben…
@anouk_tuijnman @yoanneke @SarahTicho @EFlitman @chloegudrun @Nankwanga @cath_a_james @scottyrossy @aPrivateer… https://t.co/a9nIWUZdWS
RT @Gryphire: A new @GEMH_Lab blog for these lonesome times! We’ve compiled a list of #games that can be played online with friends and fam…
@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
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.
@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
Tuijnman, A., Kleinjan, M., Hoogendoorn, E., Granic, I. & Engels, R.C. (2019). JMIR Research Protocols, 8(3):e11255, doi: 10.2196/11255
Author: Anouk Tuijnman
Upload date: 03-14-2019
Scholten, H., & Granic, I. (2019). Journal of Medial Internet Research, 21(1), e11528. doi: 10.2196/11528
Author: Hanneke Scholten
Upload date: 06-16-2020
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.
Author: Anouk Tuijnman
Upload date: 10-15-2017
Tuijnman, A. & Weerdmeester, J. (2017). CHI PLAY, October 15 - 18, 2017, Amsterdam.
Author: Anouk Tuijnman
Upload date: 10-15-2017
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
Author: Eva Alblas
Upload date: 11-16-2017
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.
Author: Eva Alblas
Upload date: 11-01-2015