Marlou Poppelaarsoffline

Short bio

I am a Postdoctoral researcher 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 3682 and counting).

Top-3 games
  1. Two Dots
  2. Journey
  3. Brothers: A Tale of Two Sons
Find me on

Stars can’t shine without darkness

D H Sidebottem - Fragile Truths

About me

Having recently defended my dissertation entitled Engaging Youth in Depression Prevention: Testing the Effectiveness and Appeal of Applied and Commercial Video Games, I am now looking for my next research adventure. I am a behavioural scientist passionate about internalizing psychopathology intervention, intrinsic motivation, and the use of video games and other technological advancements for this purpose. As a PhD-student and Postdoctoral researcher my projects focused on mechanisms in commercial and applied video games that may promote mental health in adolescents. Having experienced first-hand the limitations of using symptom questionnaires to select youth for prevention programs, I believe that innovative theoretical, methodological and intervention research is needed to lower the disease burden of internalizing mental health disorders and I am excited to contribute to this with my own work.

Projects I’ve worked on

  • Category
    Design | Gaming
    Date
    09/06/2020
    Study/Course
    Location

    Can I Play Some More? Promoting Adolescent Well-being Through Engaging Video Games

    About the project

    Commercial video games may offer a cheap and readily available way to help us understand in what way video games can be used to promote adolescent well-being. Excellent targets for this are games that involve social interaction, encourage both positive and negative emotions and are identified by youth themselves as potentially beneficial. By letting youth play several commercial video games in different settings, we can learn how games interact with well-being and motivation in both short and long-term.

    view this project

  • Category
    Resilience
    Date
    05/10/2022
    Study/Course
    Location

    Nonspecific Factors in Video Games for Mental Health

    About the project

    More and more games are designed to promote mental health. If these games are found to be effective, it is important to investigate which factors are responsible for the improvements in mental health. Most often, this type of research focuses on the specific clinical techniques that were designed into the game. However, from the clinical literature it is known that, for instance, expectations, motivation, and one’s mindset about the malleability of symptoms play a major role in positive intervention outcomes. In my project I aim to investigate these nonspecific factors and examine how we can manipulate these factors in order to optimize video games for mental health.

    view this project

no future events are set.

Archive


My publications

  • A Randomized Controlled Trial Comparing Two Cognitive-Behavioral Programs for Adolescent Girls with Subclinical Depression: A School-Based Program (Op Volle Kracht) and a Computerized Program (SPARX)

    Poppelaars, M., Tak, Y. R., Lichtwarck-Aschoff, A., Engels, R. C. M. E., Lobel, A., Merry, S. N., Lucassen, M. F. G., & Granic, I. (2016). Behaviour Research and Therapy, 80, 33-42. https://doi.org/10.1016/j.brat.2016.03.005

    Author: Marlou Poppelaars

    Upload date: 05-01-2016

  • Videospellen: De Positieve Effecten

    Granic, I., Lobel, A., Poppelaars, M., & Engels, R. C. M. E. (2015). Kind en Adolescent, 36 (1), 1-22. https://doi.org/10.1007/s12453-014-0066-8

    Author: Marlou Poppelaars

    Upload date: 01-22-2015

  • Autonomous and Controlled Motivation in a Randomized Controlled Trial Comparing School-based and Computerized Depression Prevention Programs

    Poppelaars, M., Tak, Y. R., Lichtwarck-Aschoff, A., Engels, R. C. M. E., Lobel, A., Merry, S. N., Lucassen, M. F. G., & Granic, I. (2014). In Schouten, B., Fedtke, S., Schijven, M., Vosmeer, M. & Gekker, A. (Eds.), Games for Health 2014 (pp. 125-135). Germany: Springer Fachmedien Wiesbaden. https://doi.org/10.1007/978-3-658-07141-7_17

    Author: Marlou Poppelaars

    Upload date: 10-29-2014

  • Mechanisms of Change in a Go/No-Go Training Game for Young Adult Smokers

    Scholten, H., Luijten, M., Poppelaars, A., Johnson-Glenberg, M. C., & Granic, I. (2021). Health Psychology, 40(12), 998-1008. https://doi.org/10.1037/hea0001068

    Author: Hanneke Scholten

    Upload date: 07-01-2021

  • The Role of Motivation to Change and Mindsets in a Game Promoted for Mental Health

    Wols, A., Poppelaars, M., Lichtwarck-Aschoff, A., & Granic, I. (2020). Entertainment Computing, 100371.

    Author: Aniek Wols

    Upload date: 07-07-2020

  • Marlou Poppelaars on Google Scholar

    Developmental Psychopathology Depression Anxiety Prevention Applied Video Games

    Author: Marlou Poppelaars

    Upload date: 06-09-2020

  • Explicit Mental Health Messaging Promotes Serious Video Game Selection in Youth with Elevated Mental Health Symptoms

    Poppelaars, M., Wols, A., Lichtwarck-Aschoff, A., & Granic, I. (2018). Frontiers in Psychology. https://doi.org/10.3389/fpsyg.2018.01837

    Author: Marlou Poppelaars

    Upload date: 09-10-2018

  • The Impact of Explicit Mental Health Messages in Video Games on Players’ Motivation and Affect

    Poppelaars, M., Lichtwarck-Aschoff, A., Kleinjan, M., & Granic, I. (2018). The impact of explicit mental health messages in video games on players’ motivation and affect. Computers in Human Behavior, 83, 16-23. doi: https://doi.org/10.1016/j.chb.2018.01.019

    Author: Marlou Poppelaars

    Upload date: 07-01-2018

  • The Effect of Expectations on Experiences and Engagement with an Applied Game for Mental Health

    Wols, A., Hollenstein, T., Lichtwarck-Aschoff, A., & Granic (2021). Games for Health, 10(4), 207-219.

    Author: Aniek Wols

    Upload date: 08-09-2021

Worked together with

avatar
Isabela Granic
Director of GEMH Lab

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

function

Professor at McMaster's University

Contact
avatar
Aniek Wols
Researcher at GEMH Lab

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.

function

PhD-Candidate

Contact
avatar
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.

function

Assistant Professor

Contact
avatar
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

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
Rutger Engels

function

CEO at Trimbos Institute / Professor Developmental Psychopathology Utrecht University

Contact
avatar
Marloes Kleinjan

function

Program Head Epidemiology & Research support at Trimbos Institute / Professor Youth Mental Health Promotion Utrecht University

Contact

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