Hanneke Scholtenonline

Co-Director of GEMH Lab
Short bio

Researcher, interdisciplinary work and collaboration, wants to understand the how's and why's, loves her high heels and coffee in the morning, walks and talks too fast.

Top-3 games
  1. 30 Seconds (board game)
  2. Codenames (board game)
  3. Thomas was Alone
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"Nothing any good, isn’t hard"

F. Scott Fitzgerald

About me

I was born in the Netherlands and obtained my Bachelor Pedagogy and Educational Sciences and Research Master Behavioural Science at the Radboud University Nijmegen. In my second Research Master year I tested the effectiveness of an immersive 3D video game, Dojo, in preventing adolescents’ anxiety problems. Running the project and talking to the adolescents in the study, I became enthusiastic about the impact and possible reach of video games for mental health. With my PhD project in the Games for Emotional and Mental Health lab, I designed and tested a game to help youth quit smoking, since there is no intervention available for this age group. I was not only interested in the effectiveness of the intervention, but also wanted to understand why youth smoke and whether they want to quit, and how and why this game could achieve smoking cessation in young people. To do this, I took a multidisciplinary approach: I collaborated with game designers and programmers and used a variety of methods, such as a design thinking, participatory design, experimental cognitive tasks, text-based analyses, and electroencephalography (EEG). In my current position as postdoctoral researcher in the GEMH lab, I am focusing on the emotional and mental health of youth. I am driven to have an impact on as many youth as possible by taking away projects from the ‘scientific ivory tower' and bringing them into the lives of young people. To reach that goal I believe that we need to shift our perspective and update the methods that we use: it is essential to focus on participatory design, real time individual data, inter- and transdisciplinary collaborations, and implementation science. Based on these values, I have been (and still are) a vocal proponent of the potential impact of interactive media on behavior change and social and emotional health. To this end, I have published my work in a diverse set of international journals and delivered over 50 presentations, workshops, and lectures on this topic to audiences of diverse backgrounds, including the scientific community, parents, youth, teachers, designers, and psychologists.

Projects I’ve worked on

  • Category
    Behavior Regulation
    Date
    05/10/2022
    Study/Course
    Location

    Designing and Testing a Game Intervention to Help Youth Quit Smoking

    About the project

    Smoking is one of the leading public health problems in the world. In the Netherlands today, still 1 in 4 youth between the ages of 16 and 25 smoke. Even more worrisome is that there are almost no evidence-based interventions available to help them quit smoking. That’s why we, in collaboration with scientists, game designers and smoking youth, developed and tested a game to help youth quit smoking. HitnRun is a mobile game in which you can train your impulse control, and in which you collaborate in teams, support each other’s quit attempts, and compete against other teams.

    view this project

  • Category
    Social Media
    Date
    31/08/2020
    Study/Course
    Location

    XCAVO: Realigning Your Digital Life

    About the project

    Digital media are designed to serve many different functions: socialising, working, building relationships, as well as playing and being entertained. In this project, we seek to understand the impact of different features of digital media, and help youth align what they value and love with what they do on digital platforms, in order to increase wellbeing and coherent identity development.

    view this project

  • Category
    Social Media
    Date
    30/10/2017
    Study/Course
    Location

    Social Media & Mental Health

    About the project

    Social media are immensely popular, and - as it happens - a dense source of social information. In this project, we investigate what sort of information and experiences young people encounter on these social media, and how these things relate to their mental wellbeing, as well as how young people's momentary wellbeing relates to their social media behaviours.

    view this project

  • Category
    Resilience
    Date
    18/07/2022
    Study/Course
    Location

    Bloombox: A Toolkit for Creating Transformative Tech

    About the project

    Creating digital tech—whether it be videogames or apps—that makes a real impact on human flourishing is hard! Luckily, at the GEMH Lab we have amassed many lessons learned, tips, tricks and caveats over the years of our existence. All of which we aim to bring together in the Bloombox: a toolkit for creating transformative tech.

    view this project

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Archive


My publications

  • Insights about Screen-use Conflict from Discussions between Mothers and Pre-adolescents: A Thematic Analysis

    Francis, K., Scholten, H., Granic, I., Lougheed, J., & Hollenstein, T. (2021). International Journal of Environmental Research and Public Health, 18(9), 4686. https://doi.org/10.3390/ijerph18094686

    Author: Kathleen Francis

    Upload date: 04-28-2022

  • Young People’s Digital Interactions from a Narrative Identity Perspective: Implications for Mental Health and Wellbeing

    Granic, I., Morita, H., & Scholten, H. (2020). Psychological Inquiry, 31(3), 258-270. https://doi.org/10.1080/1047840X.2020.1820225

    Author: Isabela Granic

    Upload date: 11-05-2021

  • Beyond Screen Time: Identity Development in the Digital Age

    Granic, I., Morita, H., & Scholten, H. (2020). Psychological Inquiry, 31(3), 195-223. https://doi.org/10.1080/1047840X.2020.1820214

    Author: Isabela Granic

    Upload date: 11-05-2021

  • Everyone Does It—Differently: A Window into Emerging Adults’ Smartphone Use

    Griffioen, N., Scholten, H., Lichtwarck-Aschoff, A. et al. (2021). Humanit Soc Sci Commun 8, 177. https://doi.org/10.1057/s41599-021-00863-1

    Author: Nastasia Griffioen

    Upload date: 07-20-2021

  • Mechanisms of Change in a Go/No-Go Training Game for Young Adult Smokers

    Scholten, H., Luijten, M., Poppelaars, A., Johnson-Glenberg, M. C., & Granic, I. (2021). Health Psychology, 40(12), 998-1008. https://doi.org/10.1037/hea0001068

    Author: Hanneke Scholten

    Upload date: 07-01-2021

  • Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint

    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

  • Hanneke Scholten on Google Scholar

    Technology; mental health; smoking behavior; intervention science; transdisciplinary science

    Author: Hanneke Scholten

    Upload date: 06-02-2020

  • When Winning is Losing: A Randomized Controlled Trial Testing a Video Game to Train Food-Specific Inhibitory Control

    Poppelaars, A., Scholten, H., Granic, I., Veling, H., Johnson-Glenberg, M. C., & Luijten, M. (2018). Appetite, 129, 143-154. doi: 10.1016/j.appet.2018.06.039

    Author: Anouk Poppelaars

    Upload date: 10-01-2018

  • A Randomized Controlled Trial to Test the Effectiveness of an Immersive 3D Video Game for Anxiety Prevention among Adolescents

    Scholten, H., Malmberg, M., Lobel, A., Engels, R. C. M. E., & Granic, I. (2016). PloS One, 11(1), e0147763. doi: 10.1371/journal.pone.0147763

    Author: Hanneke Scholten

    Upload date: 01-27-2016

  • Behavioral Trainings and Manipulations to Reduce Delay Discounting: A Systematic Review.

    Scholten, H., Scheres, A., De Water, E., Graf, U., Granic, I., & Luijten, M. (2019). Psychonomic Bulletin and Review, 26, 1803-1849. doi: 10.3758/s13423-019-01629-2

    Author: Hanneke Scholten

    Upload date: 07-03-2019

  • Do Smokers Devaluate Smoking Cues after Go/NoGo Training?

    Scholten, H., Granic, I., Chen, Z., Veling, H., & Luijten, M. (2019). Psychology & Health, 34(5), 609-625. doi: 10.1080/08870446.2018.1554184

    Author: Hanneke Scholten

    Upload date: 01-29-2019

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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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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Nastasia Griffioen
Operations Manager of GEMH Lab

Nerd, is fascinated by the brain even more than your average zombie, into etymology and reading, drawn to anything tech-related, especially artificial intelligence. Wants to explore social tech (such as social media) and how these relate to young people's wellbeing.

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Post Doctorate

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Evan Hirsch
Collaborator

I work with clients to design ecosystems, adapt bleeding edge research and develop end-to-end strategies that help improve the lives of their patients, practitioners and users.

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Staff Vice President, Design and UX at Anthem, Inc.

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Hiromitsu Morita

researcher

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Researcher

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Adam Lobel

User Research Analyst at Ubisoft Montréal. My favorite games tell emotionally rich stories and challenge me to think differently

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User Research Analyst

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Anouk Poppelaars

PhD candidate interested in using social regulation of emotion and multidisciplinary game design to promote mental health in youth. Disheveled multi-tasker and provider of snacks.

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PhD-Candidate

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Rutger Engels

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CEO at Trimbos Institute / Professor Developmental Psychopathology Utrecht University

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Maartje Luijten

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Assistant Professor

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Marientina Gotsis

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Research Assistant Professor

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Yasaman Hashemian

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