Geert Verheijenoffline

Short bio

Researcher with a focus on the social development of teens, interested in the effects of average, day-to-day video game use. enthusiastic board gamer & self-proclaimed institutional champion of Super Smash Brothers.

Top-3 games
  1. Fire Emblem
  2. Skies of Arcadia
  3. XCOM: Enemy Within
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About me

I started my PhD in September 2014 at the Social Development group of the Behavioural Science Institute, Radboud University. In my research project, I examine the impact of video games on the wellbeing of adolescents. My main interests are the different ways in which average, day-to-day video game play behavior might influence the social behavior and peer relationships of adolescents, both beneficial and harmful.This project is part of the Kandinsky Longitudinal Study, a research line where adolescents are followed over a longer period of time and report yearly on the behavior of themselves and their peers (sociometric). I am also a member of the Peer Relations Lab Group (www.ru.nl/peerrelationslab)
I finished my bachelor in psychology and the Research Master BehaviouralScience at the Radboud University. My master thesis focused on the potential mental health benefits of video games for youth. I researched the effectiveness of Mindlight, a video game that has been developed as a tool for preventing anxiety disorder in children.

Projects I’ve worked on

  • Category
    Design | Gaming
    Date
    30/09/2022
    Study/Course
    Location

    The Influence of Playing Video Games on Social Development of Adolescents

    About the project

    This project investigates the influences of different aspects of video game play behavior on the adjustment and social relationships of adolescents. In an annual survey, adolescents indicate their well-being and various elements of their video game play behavior (such as their motivation for gaming, type of games played, and the social context in which games are played). The aim of the project is to investigate how average, day-today gaming affects the social development of teens.

    view this project

  • Category
    Anxiety | Depression
    Date
    30/09/2022
    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 evaluated the motivational characteristics of MindLight and for whom (e.g., age and gender differences) it is effective.

    view this project

no future events are set.

My publications

  • Associations between Different Aspects of Video Game Play Behavior and Adolescent Adjustment

    Verheijen, G. P., Burk, W. J., Stoltz, S. E. M. J., Berg, Y. H. M. v. d., & Cillessen, A. H. N. (2019). Journal of Media Psychology, 0, 1-13. doi: 10.1027/1864-1105/a000253

    Author: Geert Verheijen

    Upload date: 03-08-2019

  • The Influence of Competitive and Cooperative Video Games on Behavior During Play and Friendship Quality in Adolescence

    Verheijen, G. P., Stoltz, S. E. M. J., van den Berg, Y. H. M., & Cillessen, A. H. N. (2019). Computers in Human Behavior, 91, 297-304. doi: 10.1016/j.chb.2018.10.023

    Author: Geert Verheijen

    Upload date: 02-01-2019

  • Friendly fire: Longitudinal effects of exposure to violent video games on aggressive behavior in adolescent friendship dyads

    Verheijen, G. P., Burk, W. J., Stoltz, S. E. M. J., van den Berg, Y. H. M., & Cillessen, A. H. N. (2018). Aggressive Behavior, 44, 257-267. doi: 10.1002/ab.21748

    Author: Geert Verheijen

    Upload date: 05-01-2018

  • 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

  • Geert P. Verheijen on Google Scholar

    Video Games, Adolescence, Social Behavior, Friendship

    Author: Geert Verheijen

    Upload date: 09-30-2022

Worked together with

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Isabela Granic
Director of GEMH Lab

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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Professor at McMaster's University

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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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Elke Schoneveld

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

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Graduate

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Rutger Engels

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CEO at Trimbos Institute / Professor Developmental Psychopathology Utrecht University

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Toon Cillessen

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Research Director - Behavioural Science Institute

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Yvonne van den Berg

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Assistant Professor

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Sabine Stoltz

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Assistant Professor

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