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.
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.
Joanneke was invited as a guest on the Play Well for Life Podcast hosted by Dr. Sarah Campbell where they discussed using Virtual Reality to improve mental health, merging art and science, and the importance of play.
Prof dr. Isabela Granic and Owen Harris (DEEP director) spoke at the Unity for Humanity summit about how the VR biofeedback game DEEP merges art and science to soothe players’ anxiety. Watch the 10-min video where Isabel and Owen outline the design and research of DEEP.
GEMH-lab's Joanneke Weerdmeester was interviewed by the local radio RN7 to talk about her research with DEEP
RT @KenKoontz17: @GEMH_Lab is Hiring! https://t.co/NwSh6Zq5EH #hiring #gamedev #mentalhealth https://t.co/9NqimpwyL2
Our research on the efficacy of the game DEEP has been nominated for the Klokhuis Science prize 2020! Klokhuis is a well-known educational TV show for children in the Netherlands and the winner will be featured in one of their episodes. Votes are open until November 13th. Please vote for us!
Kan een Virtual Reality game helpen bij angst of stress? Mijn onderzoek naar de ontspannende werking van het spel D… https://t.co/0Rli3MZzYn
RT @Gryphire: Part 9 of my #GEMHPortraits series! I want to celebrate the thoughtful, resilient and bright Marlou Poppelaars! She’s finishi…
RT @Gryphire: Time for Part 8 of my #GEMHPortraits series: the kind and funny Geert Verheijen, who will be defending his thesis in little o…
RT @Gryphire: New @GEMH_Lab blog online! (: #Emoji #socialmedia #communication https://t.co/bdxHcM3hPk https://t.co/7RaLobSJUU
Our new open access viewpoint paper "An Integrative Model for the Effectiveness of Biofeedback Interventions for Anxiety Regulation" is online! With this paper we aimed to encourage a new phase of biofeedback research and implementation
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.
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.
GEMH Lab speaks at the Dynamics of Youth Showcase at Trimbos Institute
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
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.
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)
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. M., Engels, R. C., & Granic, I. (2020). Journal of Medical Internet Research, 22(7), e14958.
Author: Joanneke Weerdmeester
Upload date: 07-23-2020
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
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
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