Marieke van Rooijonline

Short bio

Assistant prof. and data geek at the GEMH lab, dynamical modelling, personalisation, wants to put the I back into AI, news junkie, cat lover.

Top-3 games
  1. DEEP
  2. Fireboy and Watergirl
  3. Elder Sign
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"It’s all fun and games until someone divides by zero"

About me

I am assistant professor at the Games for Emotional and Mental Health Lab and the department of Developmental Psychopathology. I have a cross-disciplinary background and received both my B.Sc. and M.Sc. in Applied Mathematics from Delft University of Technology, where I later also held my first postdoc postdoc position in Affective Computing. I received my Ph.D. in Experimental Psychology from the University of Cincinnati, OH. My research interests include nonlinear dynamical systems modelling, applied games, and behavioural and clinical change processes. My specific focus is on the analysis of in-game behaviour and physiological states towards real-time personalization of game interventions for children and adolescents with mental health problems (work that is supported by a ZonMw Off-Road grant). I am involved in many of the GEMH Lab projects and the daily supervision of several of its students.

Projects I’ve worked on

  • Category
    Anxiety
    Date
    01/12/2020
    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
    Anxiety
    Date
    01/12/2020
    Study/Course
    Location

    Gaming Against Anxiety: New Methodology for Personalized Game Interventions

    About the project

    Anxiety disorders are among the most common psychopathologies in children. This project investigates the effects of a biofeedback virtual reality game (DEEP) on breathing and anxiety-related symptoms in anxious children and develops new algorithms to detect changes in the player’s behavior during the game. The aim is to enable game interventions that are personalized to each individual child.

    view this project

  • Category
    Depression
    Date
    30/10/2017
    Study/Course
    Location

    Social Media & Mental Health

    About the project

    Social media are immensely popular, and - as it happens - a 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, as well as how young people's momentary wellbeing relates to their social media behaviours.

    view this project

  • Category
    Resilience
    Date
    01/12/2020
    Study/Course
    Location

    Reducing Stress Through Virtual Social Support

    About the project

    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.

    view this project

  • Category
    Gaming
    Date
    23/04/2018
    Study/Course
    Location

    Control Over Automatic Action Tendencies Under Threat: A Biofeedback Training in Virtual Reality

    About the project

    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.

    view this project

My updates

  • 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'

My publications

  • DEEP: A Biofeedback Virtual Reality Game for Children At-risk for Anxiety

    van Rooij, M., Lobel, A., Harris, O., Smit, N., & Granic, I. (2016). CHI'16 Extended Abstracts, May 07-12, 2016, San Jose, CA, USA

    Author: Marieke van Rooij

    Upload date: 05-07-2016

  • Marieke van Rooij on Google Scholar

    Nonlinear Methods, Dynamical Systems Theory, Affective Computing, Applied Games

    Author: Marieke van Rooij

    Upload date: 12-01-2020

  • 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

  • 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

  • A Stimulated Recall Method for the Improved Assessment of Quantity and Quality of Social Media Use

    Griffioen, N., Van Rooij, M., Lichtwarck-Aschoff, A., & Granic, I. (2020). A Stimulated Recall Method for the Improved Assessment of Quantity and Quality of Social Media Use. J Med Internet Res 2020;22(1):e15529.

    Author: Nastasia Griffioen

    Upload date: 01-28-2020

Worked together with

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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

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Director of GEMH Lab

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Anna Lichtwarck-Aschoff

Assistant Professor at the Developmental Psychopathology Department, mainly interested in general processes and principles of clinical change; mother of two wild boys.

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Assistant Professor

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Ken Koontz

In house game designer, artist, producer and lover of games. I bring diversity, design experience and the NOISE!!!!

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Creative Director

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I am interested in how and why applied games for mental health work, with a specific focus on the influence of one's mindset, motivation and expectations.

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PhD-Candidate

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Anouk Poppelaars

PhD candidate interested in using social regulation of emotion and multidisciplinary game design to promote mental health in youth. Disheveled multi-tasker and provider of snacks.

function

PhD-Candidate

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Babet Halberstadt

PhD candidate with a background in neuroscience, now combining her love of gaming with her interest in the brain and human behaviour. Collector of useless skills, photographer, illustrator, and ukulele player.

function

PhD-Candidate

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Joanneke Weerdmeester

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

function

PhD-Candidate

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Marlou Poppelaars

I am a PhD-Candidate passionate about internalizing psychopathology prevention and the use of technology and innovation for this purpose while stimulating intrinsic motivation. I love to read, cook and bake everything delicious. Working on finishing my dissertation and Two Dots (Level 2253 and counting).

function

PhD-Candidate

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Nastasia Griffioen

Nerd, is fascinated by the brain even more than your average zombie, into etymology and reading, drawn to anything tech-related, especially artificial intelligence. Wants to explore social tech (such as social media) and how these relate to young people's wellbeing.

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PhD-Candidate

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Adam Lobel

User Research Analyst at Ubisoft Montréal. My favorite games tell emotionally rich stories and challenge me to think differently

function

User Research Analyst

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Elke Schoneveld

Graduate and psychologist interested in the effect of games on mental health. Likes why-questions, social impact and multidisciplinary collaboration. Bubbly, (not so crazy) cat lady and outdoor enthusiast.

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Graduate

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Niki Smit

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Game Designer & Artist

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Owen Harris

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Game Designer, Teacher & Human

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