In house game designer, artist, producer and lover of games. I bring diversity, design experience and the NOISE!!!!
“Design can be art. Design can be aesthetics. Design is so simple, that’s why it is so complicated.”
My background in the arts and architectural design have afforded me the ability to engage in projects that cross the disciplines of visual art and design, combined with my love of visual media and entertainment I find myself passionate about developing video games. I view development with perspective from both art and design. Through exploration, experience and sheer desire for discovery, my approach constantly jumps over the edge of the two disciplines to find the best solution for creating a fun and aesthetically appealing game environment.
I love this quote because in games, the best ones are always simple to grasp (i.e. put the ball in the basket or capture your opponents king) however these games take a lot of time to master (Basketball or Chess). I believe games find depth not in the amount of options/features the player has but in the number of strategies the player can develop. Now fuse in visual aesthetics that can enhance an emotional connection or trigger a memory in the player and a deep satisfying experience can ensue.
Smoking is one of the leading public health problems in the world. Currently, there is no evidence-based intervention program available to help youth quit smoking. Besides the lack of high-quality research, recruitment and retention of youth are two of the most challenging aspects of the implementation and evaluation of smoking cessation interventions. We argue that limitations in current smoking cessation interventions for youth can be maximally addressed by using games as interventions. In the current project a game intervention was designed and tested to help youth quit smoking.
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.
Human beings are only able to perceive and process a limited amount of information, and we have evolved to sample parts of information and attempt to draw accurate and workable conclusions based on this sample available to us. Especially social information is particularly salient and, we believe, strongly related to mental health outcomes. Social media are immensely popular, and - as it happens - an immensely 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.
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.
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.
Summer Work Retreat @GEMH_Lab More work, sun, coffee, wine and fun crammed into a week than thought possible. *not… https://t.co/gUT9TTYcZj
RT @Gryphire: Part 3 of #GEMHPortraits before running off to #ICPS19: the energetic and creative driving force at @GEMH_Lab - @KenKoontz17!…
https://t.co/F0E2sVgsr8 Is it the Game Design that is addicting or the connections to online friends made while playing?
The condition "Gaming Disorder" describes a pattern of persistent or recurrent gaming behavior so severe that it takes "precedence over other life interests". But is it the game design that is addicting or the emotional connections to an online social network made while playing the game?
Every March, to coincide with the Game Developers conference and many other major gaming news & updates, we felt now would be a great opportunity to take a look at some of the games available that can have a positive impact on mental and emotional well-being. Games that you can relax to but still be immersed in a non casual way.
GEMH Lab recommends games available that can have a positive impact on mental and emotional well-being.
GEMH Lab - Theme Month December - Loneliness | GEMH Lab https://t.co/llqgxVnfzg
GEMH Lab - Theme Month December - Loneliness | GEMH Lab https://t.co/llqgxV5EHI
It makes me feel comfortable knowing that I can be by myself and enjoy that time on my own, however when I start to frequently choose to be by myself rather than join others out and about am I being self confident or retreating into loneliness?
We asked if there is a game that can give social support from strangers that still feels meaningful and memorable?… https://t.co/pdheGcP486
Dutch Game Garden invites you to INDIGO, the showcase for the finest, most outstanding games by independent developers.
CHI PLAY is an international and interdisciplinary conference for researchers and professionals across all areas of play, games and human-computer interaction.
Anouk Tuijnman from the GEMH lab will give a presentation on Applied Games and Mental Health: Moving Stories. Moving Stories will also be shown at the demo session.
The symposium will be held in the renovated building 'Collegium Veteranorum'
VR Days Europe is a 3-day celebration of Virtual and Augmented content, creativity and innovation.
Scholten, H., & Granic, I. (2019). Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint. Journal of Medial Internet Research, 21(1), e11528. doi: 10.2196/11528
Author: Hanneke Scholten
Upload date: 01-14-2019
Poppelaars, A., Scholten, H., Granic, I., Veling, H., Johnson-Glenberg, M. C., & Luijten, M. (2018). When winning is losing: A randomized controlled trial testing a video game to train food-specific inhibitory control. Appetite, 129, 143-154. doi: 10.1016/j.appet.2018.06.039
Author: Anouk Poppelaars
Upload date: 10-01-2018
Scholten, H., Granic, I., Chen, Z., Veling, H., & Luijten, M. (2019). Do smokers devaluate smoking cues after go/nogo training? Psychology & Health, 34(5), 609-625. doi: 10.1080/08870446.2018.1554184
Author: Hanneke Scholten
Upload date: 01-29-2019
Tuijnman, A., Granic, I., Whitkin, J., & Engels, R. C. M. E. (2017). Developing and testing ScrollQuest: A video game targeting rejection sensitivity in adolescents. 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
Tuijnman, A., Kleinjan, M., Hoogendoorn, E., Granic, I. & Engels, R.C. (2019) A Game-Based School Program for Mental Health Literacy and Stigma Regarding Depression (Moving Stories): Protocol for a Randomized Controlled Trial. JMIR Researc Protocols, 8(3):e11255, doi: 10.2196/11255
Author: Anouk Tuijnman
Upload date: 03-14-2019