Joanneke Weerdmeesteronline

Short bio

Researcher, psychologist, PhD-candidate, gamer, dungeon master, language enthusiast and lover of all things geeky.

Top-3 games
  1. The Witcher 3: Wild Hunt
  2. The Last of Us
  3. Bioshock Infinite
Find me on

About me

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.


Projects I’ve worked on

  • Category
    Gaming
    Date
    29/11/2020
    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
    Anxiety
    Date
    29/11/2020
    Study/Course
    Location

    Biofeedback Videogames for Anxiety Regulation

    About the project

    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.

    view this project

  • Category
    Resilience
    Date
    31/08/2020
    Study/Course
    Location

    Excavo: 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

My updates

  • 15
    October
    UNTILL
    18
    October
    About the event

    CHI Play 2017

    Location

    Pakhuis De Zwijger, Amsterdam

    CHI PLAY is an international and interdisciplinary conference for researchers and professionals across all areas of play, games and human-computer interaction.

  • 26
    February
    About the event

    Games for Mental Health in the Lowlands

    Location

    KU Leuven

    The symposium will be held in the renovated building 'Collegium Veteranorum'

  • 11
    November
    UNTILL
    15
    November
    About the event

    Surf your stress week at Wageningen University & Research

    Location

    Wageningen, The Netherlands

  • 30
    June
    About the event

    Indigo 2017

    Location

    De Lik, Utrecht

    Dutch Game Garden invites you to INDIGO, the showcase for the finest, most outstanding games by independent developers.

  • 13
    September
    UNTILL
    15
    September
    About the event

    EARA 2018

    Location

    Ghent, Belgium

    GEMH Lab speaks at the biennial conference of the European Association for Research on Adolescence (EARA) which took place in Ghent between September 12 and September 15 2018.

  • 19
    October
    About the event

    Dynamics of Youth Showcase

    Location

    Trimbos Institute, Utrecht

    GEMH Lab speaks at the Dynamics of Youth Showcase at Trimbos Institute

  • 19
    April
    About the event

    Start-Up Delta Summit

    Location

    Arnhem

    Summit for Start-Up Ecosystem in the Netherlands

  • 12
    September
    UNTILL
    15
    September
    About the event

    European Association for Research on Adolescence - 2018

    Location

    Ghent, Belgium

    Symposium: Promoting emotional resilience through games for emotional and mental health at EARA 2018

  • 07
    March
    UNTILL
    09
    March
    About the event

    International Convention of Psychological Science 2019

    Location

    Paris, France

    Symposium: “Video Games for Promoting Emotional and Mental Health in Young People" at ICPS 2019

  • 16
    May
    UNTILL
    17
    May
    About the event

    Health By Tech

    Location

    Groningen, the Netherlands

    Multidisciplinary conference on technological innovations for wellbeing Symposium: Video games for promoting emotional and mental health in young people

  • 07
    March
    UNTILL
    09
    March
    About the event

    International Convention of Psychological Science (ICPS)

    Location

    Paris, France

    ICPS is a one-of-a-kind event designed to showcase integrative science that crosses disciplinary and geographical boundaries. Held biennially, ICPS is the culmination of efforts by the Association for Psychological Science and an international network of organizations and individual scientists to stimulate global collaboration and scientific exploration. It features some of the world’s most distinguished investigators from not only psychological science, but from a range of disciplines including computer science, neurobiology, anthropology, and sociology.

  • 16
    May
    UNTILL
    17
    May
    About the event

    Supporting Health by Tech

    Location

    Groningen, The Netherlands

    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)

My publications

  • 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

  • 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

  • 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). 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

  • 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). 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

  • DEEP: A biofeedback virtual reality game for children at-risk for anxiety

    Anxiety disorders are among the most frequently diagnosed mental health problems in children, leading to potentially devastating outcomes on a personal level and high costs for society. Although evidence-based interventions are readily available, their outcomes are often disappointing and variable. In particular, existing interventions are not effective long-term nor tailored to differences in individual responsiveness. We therefore need a new approach to the prevention and treatment of anxiety in children and a commensurate scientific methodology to uncover individual profiles of change. We argue that applied games have a great deal of potential for both. The current paper presents results from a recent pilot study using a biofeedback virtual reality game (DEEP). DEEP integrates established therapeutic principles with an embodied and intuitive learning process towards improved anxiety regulation skills.

    Author: Marieke van Rooij

    Upload date: 10-10-2016

Worked together with

avatar
Isabela Granic

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

function

Director of GEMH Lab

Contact
avatar
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.

function

Assistant Professor

Contact
avatar
Anouk Tuijnman

I am a passionate researcher interested in improving the well-being of young people with the use of innovative interventions.

function

PhD-Candidate

Contact
avatar
Rutger Engels

function

CEO at Trimbos Institute / Professor Developmental Psychopathology Utrecht University

Contact
avatar
Niki Smit

function

Game Designer & Artist

Contact
avatar
Owen Harris

function

Game Designer, Teacher & Human

Contact
avatar
Marientina Gotsis

function

Research Assistant Professor

Contact
avatar
Yasaman Hashemian

function

Contact

Want to keep up-to-date with our research?