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.
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.
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.
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.
On October 13th, 2020 Geert Verheijen successfully defended his dissertation on the interplay between video games and social adjustment in adolescence. In this blog you can find a summary of the press releases surrounding his doctoral defence as well as a link to his dissertation.
Social media has taken a prominent place in our lives. In order to understand it's effects, scientists often consider two different concepts: Bridging and Bonding.
Going to college is exciting, but it also means moving away from friends and family. Luckily, online games offer a fun social activity with your friends, without having to travel halfway across the country. Here are some of our favorite games to play with friends online!
It’s February, and love is in the air. In honor of valentine's day, this month's theme will focus on meaningful relationships, which includes romances but also friendships and family ties.
The majority of popular video games nowadays allow (or even require) multiple players to join in at the same time. More than ever before, gamers are being dropped in virtual worlds together with their friends, family, but also total strangers. What kind of effect does this have on our social behavior?
The current week marks the official ‘Anti-bullying Week’ here in the Netherlands, and this year’s theme is Online Bullying. Should we be worried about cyberbullying?
I recently had the privilege to spend eight weeks in the United States of America to collaborate with Douglas Gentile and his Media Research Lab at Iowa State University in Ames.
GEMH Lab will be at the most gigantic developmental conference in the world! Come see talks and posters showcasing our latest research findings.
Schoneveld, E. A., Lichtwarck-Aschoff, A., & Granic, I. (2019). What keeps them motivated? Children’s views on an applied game for anxiety. Entertainment Computing, 29, 69-74.
Author: Elke Schoneveld
Upload date: 03-01-2019
Schoneveld, E. A. (2019). Childhood anxiety prevention: An evaluation of the applied game MindLight (Doctoral dissertation)
Author: Elke Schoneveld
Upload date: 02-26-2019
Schoneveld, E.A., Wols, A., Lichtwarck-Aschoff, A., Otten, R., & Granic I. (2020). Journal of Child and Family Studies. https://doi.org/10.1007/s10826-020-01728-y
Author: Aniek Wols
Upload date: 06-24-2020
Schoneveld, E. A., Lichtwarck-Aschoff, A., & Granic, I. (2017). Prevention Science, 1-13.
Author: Elke Schoneveld
Upload date: 09-27-2017
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