Researcher, psychologist, PhD-candidate, gamer, dungeon master, language enthusiast and lover of all things geeky.
Joanneke Weerdmeester is a PhD-candidate at the Games for Emotional and Mental Health lab of the Radboud University with a background in clinical psychology and behavioural science. Her doctoral research is focused on exploring the potential of biofeedback videogames for anxiety regulation. In the last four years she has worked on the validation and development of DEEP, a virtual reality biofeedback game that is controlled by deep diaphragmatic breathing. Joanneke is inspired by the potential of multidisciplinary teams to create interactive experiences that can contribute to a better understanding of human behaviour and can improve people’s emotional and mental health in an embodied, playful and meaningful way.
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.
This project explores the potential of using biofeedback video games for anxiety regulation. Specifically, the projects aims to 1) develop and assessing the efficacy of the biofeedback game DEEP, a breath-based biofeedback video game, as an anxiety regulation tool and 2) identify possible determinants of change in biofeedback interventions for anxiety regulation.
On June 8th our research with DEEP was featured in a great article in the Wallstreet Journal which discussed the promise of combining wearable biosensors with virtual reality and game design to create a new wave of more engaging and potentially more affordable and accessible forms of biofeedback training. In this blog we shortly outline our research with DEEP as well as other biofeedback video games.
We compiled a huge list of online games you can play together; classic video games as well as online board games.
RT @PlayNiceInst: Super excited to participate on the Technology, Mind, & Behavior panel w/ my esteemed colleagues. Attend the symposium fo…
RT @GEMH_Lab: GEMH blog | Our research on @exploreDEEP was featured in a @WSJ article about the potential of game-based biofeedback therapy…
RT @Gryphire: Our latest @GEMH_Lab paper is out now, in @APA's new tech journal! We've tried to give a comprehensive overview of the method…
RT @Gryphire: Our (@GEMH_Lab) awesome Hanneke Scholten (unfortunately Twitter-less) has just given a great interview on Dutch radio station…
RT @AniekWols: Why should we hide it? "Video games aiming to improve mental health may benefit from promoting the game’s mental health ben…
RT @exploreDEEP: Huge thank you to the @ToddFeathers for this wonderful article about us and our collaboration with @TorbaySDevonNHS and @…
@elliejoypanic @GEMH_Lab @exploreDEEP @luvtruluv @NevermindGame @NinjaTheory Sure!
@elliejoypanic At @GEMH_Lab we work on various games aimed at relieving anxiety and depression! e.g. @exploreDEEP,… https://t.co/EFPawdzNnj
CHI PLAY is an international and interdisciplinary conference for researchers and professionals across all areas of play, games and human-computer interaction.
The symposium will be held in the renovated building 'Collegium Veteranorum'
Dutch Game Garden invites you to INDIGO, the showcase for the finest, most outstanding games by independent developers.
Summit for Start-Up Ecosystem in the Netherlands
Symposium: Promoting emotional resilience through games for emotional and mental health at EARA 2018
Symposium: “Video Games for Promoting Emotional and Mental Health in Young People" at ICPS 2019
Multidisciplinary conference on technological innovations for wellbeing Symposium: Video games for promoting emotional and mental health in young people
The conference Supporting Health by Technology (9th Edition) will be organised in the MartiniPlaza in Groningen (the Netherlands). The conference is organised by the Dept. of Health Psychology of the University Medical Center Groningen & the Dept. of Psychology, Health and Technology of the University of Twente (Centre for eHealth and Wellbeing Research), under the auspices of The Dutch eHealth Foundation (www.NeHS.nl)
Weerdmeester, J., Cima, M., Granic, I., Hashemian, Y., & Gotsis, M. (2016). A Feasibility Study on the Effectiveness of a Full-Body Videogame Intervention for Decreasing Attention Deficit Hyperactivity Disorder Symptoms. Games for Health Journal, 5(4), 258-269.
Author: Joanneke Weerdmeester
Upload date: 08-01-2016
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
Weerdmeester, J., van Rooij, M., Harris, O., Smit, N., Engels, R. C., & Granic, I. (2017, October). Exploring the role of self-efficacy in biofeedback video games. 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