Isabela Graniconline

Director of GEMH Lab
Short bio

Professor and Chair of the Developmental Psychopathology department in the Behavioural Science Institute; writer; voracious podcast consumer; mother of two upstanding little gamers

Top-3 games
  1. Journey
  2. Thumper
  3. Inside
Find me on

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.

Leo Tolstoy

About me

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.

Projects I’ve worked on

  • Category
    Design | Gaming
    Date
    09/06/2020
    Study/Course
    Location

    Can I Play Some More? Promoting Adolescent Well-being Through Engaging Video Games

    About the project

    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.

    view this project

  • Category
    Anxiety | Depression
    Date
    10/06/2023
    Study/Course
    Location

    Are Improvements in Anxiety Associated with How Children Play MindLight?

    About the project

    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.

    view this project

  • Category
    Anxiety | Depression
    Date
    10/06/2023
    Study/Course
    Location

    Exploring the Potential of Game-based Biofeedback for Anxiety Regulation

    About the project

    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.

    view this project

  • Category
    Anxiety | Depression
    Date
    10/06/2023
    Study/Course
    Location

    Gaming Against Anxiety: New Methodology for Personalized Game Interventions

    About the project

    Anxiety disorders are among the most common psychopathologies in children. This project investigates the effects of a biofeedback virtual reality game (DEEP) on breathing and anxiety-related symptoms in anxious children and develops new algorithms to detect changes in the player’s behavior during the game. The aim is to enable game interventions that are personalized to each individual child.

    view this project

  • Category
    Anxiety | Depression
    Date
    10/06/2023
    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

  • Category
    Behavior Regulation
    Date
    10/06/2023
    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
    Anxiety | Depression
    Date
    10/06/2023
    Study/Course
    Location

    The Effect of the Game "MindLight" on Anxiety Symptoms of Children with an Autism Spectrum Disorder

    About the project

    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.

    view this project

  • Category
    Anxiety | Depression
    Date
    10/06/2023
    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
    10/06/2023
    Study/Course
    Location

    A Full-Body Videogame Intervention for Decreasing ADHD Symptoms

    About the project

    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.

    view this project

  • Category
    Design | Gaming
    Date
    10/06/2023
    Study/Course
    Location

    Gaming and Children's Psycho-Social Development

    About the project

    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.

    view this project

  • Category
    Design | Gaming
    Date
    10/06/2023
    Study/Course
    Location

    Fostering Emotional Competencies with Games in Classrooms

    About the project

    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.

    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
    Anxiety | Depression
    Date
    10/06/2023
    Study/Course
    Location

    Dojo - A Videogame Intervention for Youth in Residential Care

    About the project

    Externalizing problems are the main reason youths are referred to residential care. However, often these youths also show co-morbid anxiety. This study aimed to test a videogame intervention (Dojo) that teaches youths relaxation-techiques in order to improve their emotion regulation.

    view this project

  • Category
    Resilience
    Date
    10/06/2023
    Study/Course
    Location

    Nonspecific Factors in Video Games for Mental Health

    About the project

    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.

    view this project

  • Category
    Resilience
    Date
    24/04/2018
    Study/Course
    Location

    Facing the Challenge Together: a Social Game for Emotional Resilience

    About the project

    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.

    view this project

  • Category
    Resilience
    Date
    10/06/2023
    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
    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
    Social Media
    Date
    31/08/2020
    Study/Course
    Location

    XCAVO: Digital Explorations

    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
    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

  • 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

no future events are set.

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

  • 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

  • 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

  • Reductions of Anxiety Symptoms, State Anxiety, and Anxious Arousal in Youth Playing the Videogame MindLight Compared to Online Cognitive Behavioral Therapy

    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

  • 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

  • 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

  • The Role of Motivation to Change and Mindsets in a Game Promoted for Mental Health

    Wols, A., Poppelaars, M., Lichtwarck-Aschoff, A., & Granic, I. (2020). Entertainment Computing, 100371.

    Author: Aniek Wols

    Upload date: 07-07-2020

  • Mental Health Outcomes of an Applied Game for Children with Elevated Anxiety Symptoms: A Randomized Controlled Non-inferiority Trial

    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

  • A Randomized Controlled Trial to Test the Effectiveness of a Peer-Based Social Mobile Game Intervention to Reduce Smoking in Youth

    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

  • Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study

    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

  • A Stimulated Recall Method for the Improved Assessment of Quantity and Quality of Social Media Use

    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

  • 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

  • Preregistration: The Effect of Expectations on Experienced Fun, Mood, State-Anxiety and In-Game Play Behaviours while playing MindLight

    Wols, A., Hollenstein, T., Lichtwarck-Aschoff, A., & Granic, I. (2019). https://osf.io/6gmwv

    Author: Aniek Wols

    Upload date: 07-05-2019

  • 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

  • What Keeps Them Motivated? Children’s Views on an Applied Game for Anxiety

    Schoneveld, E. A., Lichtwarck-Aschoff, A., & Granic, I. (2019). Entertainment Computing, 29, 69-74.

    Author: Elke Schoneveld

    Upload date: 03-01-2019

  • 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

  • Explicit Mental Health Messaging Promotes Serious Video Game Selection in Youth with Elevated Mental Health Symptoms

    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

  • The Impact of Explicit Mental Health Messages in Video Games on Players’ Motivation and Affect

    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

  • In-Game Play Behaviours during an Applied Video Game for Anxiety Prevention Predict Successful Intervention Outcomes

    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

  • Exploring the Role of Self-efficacy in Biofeedback Video Games

    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

  • 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

  • Preventing Childhood Anxiety Disorders: Is an Applied Game as Effective as a Cognitive Behavioral Therapy-Based Program?

    Schoneveld, E. A., Lichtwarck-Aschoff, A., & Granic, I. (2017). Prevention Science, 1-13.

    Author: Elke Schoneveld

    Upload date: 09-27-2017

  • 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

  • Designing and Utilizing Biofeedback Games for Emotion Regulation: The Case of Nevermind

    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

  • DEEP: A Biofeedback Virtual Reality Game for Children At-risk for Anxiety

    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

  • 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

  • Nevermind: Emotion Regulation in a Biofeedback Video Game

    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

  • Stressful Gaming, Interoceptive Awareness, and Emotion Regulation Tendencies: A Novel Approach

    Lobel, A., Granic, I., & Engels, R. C. (2014). Cyberpsychology, Behavior, and Social Networking, 17, 222-227.

    Author: Adam Lobel

    Upload date: 04-03-2014

  • The Benefits of Playing Video Games

    Granic, I., Lobel, A., & Engels, R. C. (2014). American Psychologist, 69, 66-78.

    Author: Isabela Granic

    Upload date: 01-17-2014

  • 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

  • A Randomized Controlled Trial Comparing Two Cognitive-Behavioral Programs for Adolescent Girls with Subclinical Depression: A School-Based Program (Op Volle Kracht) and a Computerized Program (SPARX)

    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

  • Videospellen: De Positieve Effecten

    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

  • Autonomous and Controlled Motivation in a Randomized Controlled Trial Comparing School-based and Computerized Depression Prevention Programs

    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

  • Visualization, Self-Efficacy, and Locus of Control in a Virtual Reality Biofeedback Video Game for Anxiety Regulation

    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

  • Take a DEEP Breath: Exploring the Potential of Game-based Biofeedback Interventions for Anxiety Regulations [Doctoral Dissertation]

    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

  • A Randomized Controlled Trial Assessing the Efficacy of a Virtual Reality Biofeedback Video Game: Anxiety Outcomes and Appraisal Processes

    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

  • An Integrative Model for the Effectiveness of Biofeedback Interventions for Anxiety Regulation: Viewpoint

    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

  • 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

  • The Effect of the Video Game MindLight on Anxiety Symptoms in Children with an Autism Spectrum Disorder

    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

  • 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

  • A Feasibility Study on the Effectiveness of a Full-Body Videogame Intervention for Decreasing Attention Deficit Hyperactivity Disorder Symptoms

    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

  • Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study

    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

  • Associations between Children's Video Game Playing and Psychosocial Health: Information from Both Parent and Child Reports

    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

  • 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

  • “Dojo”: A Videogame Intervention for Youths with Externalizing Problems and Anxiety. [A Pilot Study]

    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

  • The Effect of Expectations on Experiences and Engagement with an Applied Game for Mental Health

    Wols, A., Hollenstein, T., Lichtwarck-Aschoff, A., & Granic (2021). Games for Health, 10(4), 207-219.

    Author: Aniek Wols

    Upload date: 08-09-2021

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Hanneke Scholten
Co-Director of GEMH Lab

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.

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Assistant Professor at University of Twente

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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
Chief Scientist Designer

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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Joanneke Weerdmeester
Reseacher and consultant at GEMH Lab

Behavioural scientist, lecturer, consultant, gamer, dungeon master, language enthusiast, and lover of all things geeky. Passionate about creating and validating interventions and interactive experiences that can help us understand and manage our well-being in a playful and meaningful way.

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Freelance Consultant

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Erik van den Berge
GEMH Sessions Producer

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

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Multimedia Designer at Radboud University

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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

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Aniek Wols
Researcher at GEMH Lab

I am interested in how and why applied games for mental health work, with a specific focus on the influence of one's mindset, motivation and expectations.

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PhD-Candidate

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Tom Hollenstein
Collaborator

Associate Professor in Developmental Psychology at Queen's University in Kingston, Ontario, Canada.

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Associate Professor at Queen's University

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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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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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Marlou Poppelaars

I am a Postdoctoral researcher passionate about internalizing psychopathology prevention and the use of technology and innovation for this purpose while stimulating intrinsic motivation. I love to read, cook and bake everything delicious. Working on finishing my dissertation and Two Dots (Level 3682 and counting).

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Postdoc

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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

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Maaike Verhagen

Assistant Professor within the Developmental Psychopathology group of the Behavioural Science Institute

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Assistant Professor

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Jan Brammer

Brains, bytes, and bikes.

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PhD-Candidate

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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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Geert Verheijen

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.

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PhD-Candidate

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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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Lieke Wijnhoven

Clinical therapist and external PhD-student at GGZ Oost Brabant and the Radboud University.

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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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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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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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Marieke van Rooij

Assistant prof. and data geek at the GEMH lab, dynamical modelling, personalisation, wants to put the I back into AI, news junkie, cat lover.

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Assistant Professor

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Rutger Engels

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CEO at Trimbos Institute / Professor Developmental Psychopathology Utrecht University

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Niki Smit

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Game Designer & Artist

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Owen Harris

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Game Designer, Teacher & Human

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Maartje Luijten

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Assistant Professor

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Daan Creemers

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Research Coordinator

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Toon Cillessen

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Research Director - Behavioural Science Institute

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Marientina Gotsis

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Research Assistant Professor

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Marloes Kleinjan

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Program Head Epidemiology & Research support at Trimbos Institute / Professor Youth Mental Health Promotion Utrecht University

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Lisanne Stone

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Senior Researcher at Centre for Anxiety Disorders

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William Burk

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Assistant Professor

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Andrea Samson

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Senior Researcher - Swiss Center for Affective Sciences

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Moniek Buijzen

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Professor

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Jonathan van 't Riet

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Assistant Professor

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Karin Roelofs

Professor of Experimental Psychopathology at the Behavioural Science Institute (BSI) and chair of the PI-group “Affective Neuroscience” at the Donders Centre for Cognitive Neuroimaging (DCCN), Radboud University. Director of the EPAN Lab (www.epanlab.nl)

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