Professor and Chair of the Developmental Psychopathology department in the Behavioural Science Institute; writer; voracious podcast consumer; mother of two upstanding little gamers
Real science studies and makes accessible that knowledge which people at that period of history think important, and real art transfers this truth from the domain of knowledge to the domain of feelings.
I got my PhD at the University of Toronto in developmental psychology. I am currently a Professor and Chair of the Developmental Psychopathology department in the Behavioural Science Institute at Radboud University, in the Netherlands. My research focuses on the cognitive, emotional and social benefits of playing video games. By integrating clinical and developmental research with interactive media design, we are creating a suite of evidence-based games. These games can be used for intervention purposes, as well as to study emotion-regulation processes more rigorously, in contexts that are motivationally compelling for children. Critically, we are committed to commercially deploying our evidence-based games so that they can be widely disseminated, with unprecedented potential to slash the prevalence rates of anxiety and depression in youth. These same games can make an enormous impact in school settings where socio-emotional learning methods are being sought, yet so few validated games exist.
Commercial video games may offer a cheap and readily available way to help us understand in what way video games can be used to promote adolescent well-being. Excellent targets for this are games that involve social interaction, encourage both positive and negative emotions and are identified by youth themselves as potentially beneficial. By letting youth play several commercial video games in different settings, we can learn how games interact with well-being and motivation in both short and long-term.
The video game MindLight has been found to be an effective anxiety prevention program (see project: MindLight - Childhood Anxiety Prevention). However, we don’t know whether the clinical techniques incorporated in the game were responsible for the observed changes in anxiety symptoms. In this project we examined how children play MindLight, to what extent they interact with the clinical techniques in the game and how that relates to their anxiety improvements.
This project explored the potential of using game-based biofeedback interventions for anxiety regulation. Specifically, the project had the following aims: 1) Creating a new integrative theoretical model featuring traditional as well as newly proposed mechanisms of change in biofeedback interventions for anxiety regulation. 2) Further developing and validating the efficacy of the biofeedback video game DEEP as an anxiety regulation tool. 3) Formulating guidelines for future research and development of biofeedback interventions for anxiety regulation.
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.
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.
Because anxiety is an important cause of impairment for children with an Autism Spectrum Disorder (ASD), it is necessary that effective anxiety interventions are implemented for these children. Recently, a serious game called "MindLight" has been developed that is focused on decreasing anxiety in children. It is expected that MindLight is an effective anxiety treatment for children with an autism spectrum disorder.
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.
This project is focused on assessing the feasibility and effectiveness of a full-body-driven intervention videogame targeted at decreasing attention deficit hyperactivity disorder (ADHD) symptoms.
Despite widespread claims that video gaming is harmful for children's social and emotional development, hardly any research has tracked children over time to verify these claims. Moreover, such claims run contrary to the importance which psychologists have given to play. This project aimed to address these matters.
This project strives to create a suite of analog games to be implemented in classrooms. The goal of these games is to improve children's emotional competencies in three domains which past research highlights as being crucial for healthy development: emotion vocabulary, cognitive reappraisal skills, and children's theory of emotion.
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.
Many youth are having problems with regulating their emotions, which could - over time - result in anxiety and/or externalizing problems. Two projects tested the videogame intervention Dojo that teaches youth relaxation techniques in order to improve their emotion regulation. One project focused on preventing the exacerbation of anxiety among adolescents in high-schools. The other projects focused on youth with externalizing problems - often with co-morbid anxiety - in residential care.
More and more games are designed to promote mental health. If these games are found to be effective, it is important to investigate which factors are responsible for the improvements in mental health. Most often, this type of research focuses on the specific clinical techniques that were designed into the game. However, from the clinical literature it is known that, for instance, expectations, motivation, and one’s mindset about the malleability of symptoms play a major role in positive intervention outcomes. In my project I aim to investigate these nonspecific factors and examine how we can manipulate these factors in order to optimize video games for mental health.
Our research aims to transform young people’s mental health by developing and testing a social game for resiliency when facing stress events. Working in collaboration with the Award winning studio Aardman Animations, we want to harness the important mental health implications of both social support and mindsets, to develop a fun and engaging intervention.
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.
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.
We are in the midst of a global transition in which digital “screens” are no longer simply entertainment devices and distractions; rather, young people are currently living in a hybrid reality that links digital spaces to offline contexts. It is clear that the current generation of young people is growing up in a digital ecosystem unprecedented in its ubiquity and complexity! With Echo, we aim to create a space that helps young people connect authentically with others and themselves.
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.
Wols, A., Pingel, M., Lichtwarck-Aschoff, A., & Granic, I. (2024). Effectiveness of applied and casual games for young people's mental health: A systematic review of randomised controlled studies. Clinical Psychology Review, 102396.
Author: Aniek Wols
Upload date: 01-30-2024
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
Morita, H., Griffioen, N., & Granic, I. (2022). Digital Media and the Dual Aspect of Adolescent Identity Development: The Effects of Digital Media Use on Adolescents’ Commitments and Self-Stories. In J. Nesi, E. Telzer, & M. Prinstein (Eds.), Handbook of Adolescent Digital Media Use and Mental Health (pp. 63-84). Cambridge: Cambridge University Press.
Author: Hiromitsu Morita
Upload date: 06-30-2022
Weerdmeester, J., van Rooij, M. M. J.W., & Granic, I. (2022). Visualization, Self-Efficacy, and Locus of Control in a Virtual Reality Biofeedback Video Game for Anxiety Regulation. Cyberpsychology, Behavior, and Social Networking, 25 (6).doi: 10.1089/cyber.2022.0030
Author: Joanneke Weerdmeester
Upload date: 06-10-2022
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
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
Griffioen, N., Van Rooij, M., Lichtwarck-Aschoff, A., & Granic, I. (2021). From Wellbeing to Social Media Use and Back: Using a Novel Method to Assess the Bi-Directional Relationship Between Momentary Wellbeing and Social Media Use. Frontiers in Psychology: Human-Media Interaction, 12:789302.
Author: Nastasia Griffioen
Upload date: 12-24-2021
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
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
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
Tsui, T. Y., DeFrance, K., Khalid-Khan, S., Granic, I., & Hollenstein, T. (2021). Games for Health Journal, 10(5), 330-338. https://doi.org/10.1089/g4h.2020.0083
Author: Tiffany Y.L. Tsui
Upload date: 09-28-2021
Wols, A., Hollenstein, T., Lichtwarck-Aschoff, A., & Granic (2021). Games for Health, 10(4), 207-219.
Author: Aniek Wols
Upload date: 08-09-2021
Weerdmeester, J., van Rooij, M. M.J.W., Maciejewski, D. F., Engels, R. C.M.E, & Granic, I. (2021). A Randomized Controlled Trial Assessing the Efficacy of a Virtual Reality Biofeedback Video Game: Anxiety Outcomes and Appraisal Processes. Technology, Mind, and Behavior. doi: 10.1037/tmb0000028
Author: Joanneke Weerdmeester
Upload date: 08-05-2021
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
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
Poppelaars, M., Lichtwarck-Aschoff, A., Otten, R., & Granic, I. (2021). Can a commercial video game prevent depression? Null results and whole sample action mechanisms in a randomized controlled trial. Frontiers in Psychology, 11, 575962. https://doi.org/10.3389/fpsyg.2020.575962
Author: Marlou Poppelaars
Upload date: 01-12-2021
Wijnhoven, L. A., Creemers, D. H., Vermulst, A. A., Lindauer, R. J., Otten, R., Engels, R. C., & Granic, I. (2020). Effects of the video game ‘MindLight’ on anxiety of children with an autism spectrum disorder: A randomized controlled trial. Journal of Behavior Therapy and Experimental Psychiatry, 68, 101548. https://doi.org/10.1016/j.jbtep.2020.101548
Author: Lieke Wijnhoven
Upload date: 09-01-2020
Weerdmeester, J., van Rooij, M. M., Engels, R. C., & Granic, I. (2020). Journal of Medical Internet Research, 22(7), e14958.
Author: Joanneke Weerdmeester
Upload date: 07-23-2020
Wols, A., Poppelaars, M., Lichtwarck-Aschoff, A., & Granic, I. (2020). Entertainment Computing, 100371.
Author: Aniek Wols
Upload date: 07-07-2020
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: Elke Schoneveld
Upload date: 06-24-2020
Scholten, H., Luijten, M., & Granic, I. (2019). Development and Psychopathology, 31, 1923-1943. doi: 10.1017/S0954579419001378
Author: Hanneke Scholten
Upload date: 06-17-2020
Scholten, H., & Granic, I. (2019). Journal of Medical Internet Research, 21(1), e11528. doi: 10.2196/11528
Author: Hanneke Scholten
Upload date: 06-16-2020
Bossenbroek, R., Wols, A., Weerdmeester, J., Lichtwarck-Aschoff, A., Granic, I., & van Rooij, M. (2020). JMIR Mental Health, 7(3), e16066. http://dx.doi.org/10.2196/16066
Author: Aniek Wols
Upload date: 03-24-2020
Griffioen, N., Van Rooij, M., Lichtwarck-Aschoff, A., & Granic, I. (2020). J Med Internet Res 2020;22(1):e15529.
Author: Nastasia Griffioen
Upload date: 01-28-2020
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
Wols, A., Hollenstein, T., Lichtwarck-Aschoff, A., & Granic, I. (2019). https://osf.io/6gmwv
Author: Aniek Wols
Upload date: 07-05-2019
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
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
Schoneveld, E. A., Lichtwarck-Aschoff, A., & Granic, I. (2019). Entertainment Computing, 29, 69-74.
Author: Elke Schoneveld
Upload date: 03-01-2019
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
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
Poppelaars, M., Wols, A., Lichtwarck-Aschoff, A., & Granic, I. (2018). Frontiers in Psychology. https://doi.org/10.3389/fpsyg.2018.01837
Author: Marlou Poppelaars
Upload date: 09-10-2018
Poppelaars, M., Lichtwarck-Aschoff, A., Kleinjan, M., & Granic, I. (2018). The impact of explicit mental health messages in video games on players’ motivation and affect. Computers in Human Behavior, 83, 16-23. doi: https://doi.org/10.1016/j.chb.2018.01.019
Author: Marlou Poppelaars
Upload date: 07-01-2018
Wols, A., Lichtwarck-Aschoff, A., Schoneveld, E. A., & Granic, I. (2018). Journal of Psychopathology and Behavioral Assessment, 40, 655-668. https://doi.org/10.1007/s10862-018-9684-4
Author: Aniek Wols
Upload date: 06-11-2018
Wijnhoven, L. A., Creemers, D. H., Vermulst, A. A., & Granic, I. (2018). Prevalence and risk factors of anxiety in a clinical Dutch sample of children with an autism spectrum disorder. Frontiers in Psychiatry, 9, 50. https://doi.org/10.3389/fpsyt.2018.00050
Author: Lieke Wijnhoven
Upload date: 03-02-2018
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
Weerdmeester, J., van Rooij, M., Harris, O., Smit, N., Engels, R. C., & Granic, I. (2017, October). In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (pp. 453-461). ACM.
Author: Joanneke Weerdmeester
Upload date: 10-15-2017
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
Schoneveld, E. A., Lichtwarck-Aschoff, A., & Granic, I. (2017). Prevention Science, 1-13.
Author: Elke Schoneveld
Upload date: 09-27-2017
Lobel, A., Engels, R. C.M.E., Stone, L. L., Burk, W., & Granic, I. (2017). 46, 884-897.
Author: Adam Lobel
Upload date: 02-21-2017
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
Weerdmeester, J., Cima, M., Granic, I., Hashemian, Y., & Gotsis, M. (2016). Games for Health Journal, 5(4), 258-269.
Author: Joanneke Weerdmeester
Upload date: 08-01-2016
Lobel, A., Gotsis, M., Reynolds, E., Annetta, M., Engels, R. C.M.E., & Granic, I. (2016). CHI'16 Extended Abstracts, May 07-12, 2016, San Jose, CA, USA
Author: Adam Lobel
Upload date: 05-07-2016
van Rooij, M., Lobel, A., Harris, O., Smit, N., & Granic, I. (2016). CHI'16 Extended Abstracts, May 07-12, 2016, San Jose, CA, USA
Author: Marieke van Rooij
Upload date: 05-07-2016
Poppelaars, M., Tak, Y. R., Lichtwarck-Aschoff, A., Engels, R. C. M. E., Lobel, A., Merry, S. N., Lucassen, M. F. G., & Granic, I. (2016). Behaviour Research and Therapy, 80, 33-42. https://doi.org/10.1016/j.brat.2016.03.005
Author: Marlou Poppelaars
Upload date: 05-01-2016
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
Schuurmans, A. T., Nijhof, K. S., Vermaes, I. P. R., Engels, R. C. M. E., & Granic, I. (2015). Games for Health Journal, 4, 401-408.
Author: Angela Schuurmans
Upload date: 10-01-2015
Wijnhoven, L. A. M. W., Creemers, D. H. M., Engels, R. C. M. E., Granic, I. (2015). BMC Psychiatry, 15:138.
Author: Lieke Wijnhoven
Upload date: 07-01-2015
Lobel, A., Gotsis, M., Reynolds, E., Annetta, M., Engels, R.C.M.E., & Granic, I. (2015). ESConS Neurogaming Conference. [Poster presentation].
Author: Adam Lobel
Upload date: 05-05-2015
Granic, I., Lobel, A., Poppelaars, M., & Engels, R. C. M. E. (2015). Kind en Adolescent, 36 (1), 1-22. https://doi.org/10.1007/s12453-014-0066-8
Author: Marlou Poppelaars
Upload date: 01-22-2015
Poppelaars, M., Tak, Y. R., Lichtwarck-Aschoff, A., Engels, R. C. M. E., Lobel, A., Merry, S. N., Lucassen, M. F. G., & Granic, I. (2014). In Schouten, B., Fedtke, S., Schijven, M., Vosmeer, M. & Gekker, A. (Eds.), Games for Health 2014 (pp. 125-135). Germany: Springer Fachmedien Wiesbaden. https://doi.org/10.1007/978-3-658-07141-7_17
Author: Marlou Poppelaars
Upload date: 10-29-2014
Lobel, A., Granic, I., Stone, L. L., & Engels, R. C.M.E. (2014). Cyberpsychology, Behavior, and Social Networking, 17, 639-643
Author: Adam Lobel
Upload date: 10-01-2014
Lobel, A., Granic, I., & Engels, R. C. (2014). Cyberpsychology, Behavior, and Social Networking, 17, 222-227.
Author: Adam Lobel
Upload date: 04-03-2014
Granic, I., Lobel, A., & Engels, R. C. (2014). American Psychologist, 69, 66-78.
Author: Isabela Granic
Upload date: 01-17-2014
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
M. Poppelaars (2021). Engaging youth in depression prevention: Testing the effectiveness and appeal of applied and commercial video games. Doctoral Thesis. Radboud University.
Author: Marlou Poppelaars
Upload date: 11-26-2021
Wijnhoven, L. A. M. W., Creemers, D. H. M., Vermulst, A. A., Scholte, R. H. J., & Engels, R. C. M. E. (2013). Journal of Abnormal Child Psychology, 1-12.
Author: Lieke Wijnhoven
Upload date: 07-27-2013
J.W. Weerdmeester (2021). Take a DEEP Breath: Exploring the Potential of Game-based Biofeedback Interventions for Anxiety Regulations. Doctoral Thesis. Radboud University.
Author: Joanneke Weerdmeester
Upload date: 11-21-2021
Tuijnman, A. & Weerdmeester, J. (2017). CHI PLAY, October 15 - 18, 2017, Amsterdam.
Author: Anouk Tuijnman
Upload date: 10-15-2017
Schoneveld, E. A. (2019). Doctoral dissertation
Author: Elke Schoneveld
Upload date: 02-26-2019
H. Scholten (2020). Designing and testing a game intervention to help youth quit smoking. Doctoral Thesis. Radboud University.
Author: Hanneke Scholten
Upload date: 01-30-2020
Wijnhoven, L. A., Engels, R. C., Onghena, P., Otten, R., & Creemers, D. H. (2022). The additive effect of CBT elements on the video game ‘MindLight’ in decreasing anxiety symptoms of children with autism spectrum disorder. Journal of Autism and Developmental Disorders, 52, 150-168. https://doi.org/10.1007/s10803-021-04927-8
Author: Lieke Wijnhoven
Upload date: 03-03-2021
L.A.M.W. Wijnhoven (2020). Improving treatment of anxiety in children with autism spectrum disorder in clinical practice: The importance, effect and implementation of the video game Mindlight. Doctoral Thesis. Radboud University.
Author: Lieke Wijnhoven
Upload date: 10-30-2020
Wijnhoven, L. A., Niels-Kessels, H., Creemers, D. H., Vermulst, A. A., Otten, R., & Engels, R. C. (2019). Prevalence of comorbid depressive symptoms and suicidal ideation in children with autism spectrum disorder and elevated anxiety symptoms. Journal of Child & Adolescent Mental Health, 31(1), 77-84. https://doi.org/10.2989/17280583.2019.1608830
Author: Lieke Wijnhoven
Upload date: 05-20-2019
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. Lobel (2017). Game on: The relation between gaming & emotion regulation development. Doctoral Thesis. Radboud University.
Author: Adam Lobel
Upload date: 01-18-2017
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
Griffioen, N., Scholten, H., Lichtwarck-Aschoff, A. et al. Heterogeneity in some relationships between social media use and emerging adults’ affective wellbeing. Curr Psychol (2022). https://doi.org/10.1007/s12144-022-04035-5
Author: Nastasia Griffioen
Upload date: 12-03-2022
N. Griffioen (2022). Limits at infinity: Exploring emerging adults' complex relationship with social media. Doctoral Thesis. Radboud University.
Author: Nastasia Griffioen
Upload date: 09-12-2022
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
Jones, M., Griffioen, N., Shklovski, I., & Hanteer, O. (2022). Artificial Intimacy: An Exploration of the Personal and Intimate in Natural Language Processing Models. NordiCHI ’22: Adjunct Proceedings of the 2022 Nordic Human-Computer Interaction Conference, 1, 1-2.
Author: Nastasia Griffioen
Upload date: 10-08-2022
A. Michela (2024). Preparing The Heart for Duty: Virtual Reality Biofeedback in an Arousing Action Game Improves in-action Voluntary Heart Rate Variability Control in Experienced Police. Doctoral Thesis. Radboud University.
Author: Abele Michela
Upload date: 06-13-2024