Erik van den Bergeonline

GEMH Sessions Producer
Short bio

Game developer, VR-guru, mocap artist, animator, video editor, and all-round problem solver. Avid gamer, movie lover and knowledge sponge.

Top-3 games
  1. Firewatch
  2. A Short Hike
  3. Dorfromantik
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If you love it, you will teach yourself. If you do not love it, others will teach you.

Yukitaka Yamaguchi

About me

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. 

Projects I’ve worked on

  • Category
    Anxiety | Depression
    Date
    28/04/2024
    Study/Course
    Location

    Social Games as Prevention Tools for Depression in Adolescents

    About the 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.

    view this project

  • Category
    Behavior Regulation
    Date
    27/09/2015
    Study/Course
    Location

    The Impact of Health Games on Implicit Attitudes Towards Food and Food Choice Behavior

    About the 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.

    view this project

  • Category
    Date
    28/04/2024
    Study/Course
    Location

    Reducing Stress Through Virtual Social Support

    About the project

    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.

    view this project

  • Category
    Behavior Regulation
    Date
    23/04/2018
    Study/Course
    Location

    DUST: Decisions Under Stress Training - A Biofeedback Training in Virtual Reality for police officers

    About the project

    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.

    view this project

no future events are set.

My publications

  • Developing and testing social video games for adolescent depression [Doctoral Dissertation]

    A. Tuijnman (2023). Developing and testing social video games for adolescent depression. Doctoral Thesis. Radboud University.

    Author: Anouk Tuijnman

    Upload date: 11-28-2023

  • A game-based school program for mental health literacy and stigma on depression (Moving Stories): Cluster randomized controlled trial

    Tuijnman, A., Kleinjan, M., Olthof, M., Hoogendoorn, E., Granic, I., & Engels, R. C. (2022). A Game-Based School Program for Mental Health Literacy and Stigma on Depression (Moving Stories): Cluster Randomized Controlled Trial. JMIR Mental Health, 9(8), e26615. https://doi.org/10.2196/26615

    Author: Anouk Tuijnman

    Upload date: 08-17-2022

  • A game-based assessment of the effects of rejection on young adults.

    Tuijnman, A., Kleinjan, M., Chen, S., Engels, R. C., & Granic, I. (2021). A game-based assessment of the effects of rejection on young adults. Proceedings of the ACM on Human-Computer Interaction, 5(CHI PLAY), 1-27. https://doi.org/10.1145/3474681

    Author: Anouk Tuijnman

    Upload date: 10-06-2021

  • A Game-Based School Program for Mental Health Literacy and Stigma Regarding Depression (Moving Stories): Protocol for a Randomized Controlled Trial

    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

  • Developing and Testing ScrollQuest: A Video Game Targeting Rejection Sensitivity in Adolescents

    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

  • Current Opportunities in Research and Development of Games for Mental Health

    Tuijnman, A. & Weerdmeester, J. (2017). CHI PLAY, October 15 - 18, 2017, Amsterdam.

    Author: Anouk Tuijnman

    Upload date: 10-15-2017

  • 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

  • User Statistics for an Online Health Game Targeted at Children

    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

  • The Effects of Active Videogames on BMI among Young People: A Meta-Analysis

    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

  • Deep-Breathing Biofeedback Trainability in a Virtual-Reality Action Game: A Single-Case Design Study With Police Trainers

    Michela, A., van Peer, J. M., Brammer, J. C., Nies, A., van Rooij, M. M. J. W., Oostenveld, R., Dorrestijn, W., Smit, A. S., Roelofs, K., Klumpers, F., & Granic, I. (2022). Frontiers in Psychology, 13, 29. https://doi.org/10.3389/fpsyg.2022.806163

    Author: Abele Michela

    Upload date: 02-10-2022

  • Breathing Biofeedback for Police Officers in a Stressful Virtual Environment: Challenges and Opportunities

    Brammer, J. C., van Peer, J. M., Michela, A., van Rooij, M. M. J. W., Oostenveld, R., Klumpers, F., Dorrestijn, W., Granic, I., & Roelofs, K. (2021). Frontiers in Psychology, 12, 586553. https://doi.org/10.3389/fpsyg.2021.586553

    Author: Jan Brammer

    Upload date: 03-12-2021

  • Reducing the Noise of Reality

    Michela, A., van Rooij, M. M. J. W., Klumpers, F., van Peer, J. M. J. M., Roelofs, K., & Granic, I. (2019). Psychological Inquiry, 30(4), 203–210. https://doi.org/10.1080/1047840X.2019.1693872

    Author: Abele Michela

    Upload date: 01-04-2020

Worked together with

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Ken Koontz
Creative Director of GEMH Lab

GEEK, Game designer, artist, producer, anime and video game enthusiast, American football player, and as of recently a newb gardener. I'm pretty much always down for new ventures and experiences - O' ley do it!

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Founder of Koontz Interactive

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Abele Michela
Researcher at GEMH Lab

Phd student working on a training program for Dutch Police incorporating Virtual Reality and Biofeedback.

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PhD-Candidate at Radboud University

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Anouk Tuijnman

I am a passionate researcher interested in improving the well-being of young people with the use of innovative interventions.

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PhD-Candidate at Radboud University

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Hiromitsu Morita

researcher

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Researcher

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Jan Brammer

Brains, bytes, and bikes.

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PhD-Candidate

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Eva Alblas

My research focuses on targeting obesity among adolescents, as this maintains to be a growing problem (World Health Organization, 2000).

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PhD-Candidate

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Babet Halberstadt

PhD candidate with a background in neuroscience, now combining her love of gaming with her interest in the brain and human behaviour. Collector of useless skills, photographer, illustrator, and ukulele player.

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PhD-Candidate

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