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.
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.
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.
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.
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.
Fast and accurate decision making in threatening situations is vital for police officers on duty. However, under threat, people tend to react impulsively and lack cognitive control. 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.
A 5-10 min texted based value assessment exercise
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?
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.