Rutger Engelsoffline

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About me

Projects I’ve worked on

  • Category
    Anxiety | Depression
    Date
    02/10/2023
    Study/Course
    Location

    Exploring the Potential of Game-based Biofeedback for Anxiety Regulation

    About the project

    This project explored the potential of using game-based biofeedback interventions for anxiety regulation. Specifically, the project had the following aims: 1) Creating a new integrative theoretical model featuring traditional as well as newly proposed mechanisms of change in biofeedback interventions for anxiety regulation. 2) Further developing and validating the efficacy of the biofeedback video game DEEP as an anxiety regulation tool. 3) Formulating guidelines for future research and development of biofeedback interventions for anxiety regulation.

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  • Category
    Anxiety | Depression
    Date
    02/10/2023
    Study/Course
    Location

    The Effect of the Game "MindLight" on Anxiety Symptoms of Children with an Autism Spectrum Disorder

    About the project

    Because anxiety is an important cause of impairment for children with an Autism Spectrum Disorder (ASD), it is necessary that effective anxiety interventions are implemented for these children. Recently, a serious game called "MindLight" has been developed that is focused on decreasing anxiety in children. It is expected that MindLight is an effective anxiety treatment for children with an autism spectrum disorder.

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  • Category
    Anxiety | Depression
    Date
    02/10/2023
    Study/Course
    Location

    Social Games as Prevention Tools for Depression in Adolescents

    About the project

    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.

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  • Category
    Design | Gaming
    Date
    02/10/2023
    Study/Course
    Location

    Gaming and Children's Psycho-Social Development

    About the project

    Despite widespread claims that video gaming is harmful for children's social and emotional development, hardly any research has tracked children over time to verify these claims. Moreover, such claims run contrary to the importance which psychologists have given to play. This project aimed to address these matters.

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  • Category
    Anxiety | Depression
    Date
    02/10/2023
    Study/Course
    Location

    MindLight - Childhood Anxiety Prevention

    About the project

    Many children have difficulties with fearful situations and are anxious. Interventions can help to teach children to cope effectively with anxiety-inducing situations. In our project, we rigorously tested whether an intervention in the form of a video game (MindLight) is effective in significantly reducing anxiety symptoms in children 8-12 years old. We did this by comparing MindLight to 1) a commercial game and 2) the gold-standard, cognitive-behavioural therapy for anxiety (Coping Cat). Furthermore, we evaluated the motivational characteristics of MindLight and for whom (e.g., age and gender differences) it is effective.

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Archive


My publications

  • Visualization, Self-Efficacy, and Locus of Control in a Virtual Reality Biofeedback Video Game for Anxiety Regulation

    Weerdmeester, J., van Rooij, M. M. J.W., & Granic, I. (2022). Visualization, Self-Efficacy, and Locus of Control in a Virtual Reality Biofeedback Video Game for Anxiety Regulation. Cyberpsychology, Behavior, and Social Networking, 25 (6).doi: 10.1089/cyber.2022.0030

    Author: Joanneke Weerdmeester

    Upload date: 06-10-2022

  • Take a DEEP Breath: Exploring the Potential of Game-based Biofeedback Interventions for Anxiety Regulations [Doctoral Dissertation]

    J.W. Weerdmeester (2021). Take a DEEP Breath: Exploring the Potential of Game-based Biofeedback Interventions for Anxiety Regulations. Doctoral Thesis. Radboud University.

    Author: Joanneke Weerdmeester

    Upload date: 11-21-2021

  • A Randomized Controlled Trial Assessing the Efficacy of a Virtual Reality Biofeedback Video Game: Anxiety Outcomes and Appraisal Processes

    Weerdmeester, J., van Rooij, M. M.J.W., Maciejewski, D. F., Engels, R. C.M.E, & Granic, I. (2021). A Randomized Controlled Trial Assessing the Efficacy of a Virtual Reality Biofeedback Video Game: Anxiety Outcomes and Appraisal Processes. Technology, Mind, and Behavior. doi: 10.1037/tmb0000028

    Author: Joanneke Weerdmeester

    Upload date: 08-05-2021

  • 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

  • The Effect of the Video Game MindLight on Anxiety Symptoms in Children with an Autism Spectrum Disorder

    Wijnhoven, L. A. M. W., Creemers, D. H. M., Engels, R. C. M. E., Granic, I. (2015). BMC Psychiatry, 15:138.

    Author: Lieke Wijnhoven

    Upload date: 07-01-2015

  • Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint

    Scholten, H., & Granic, I. (2019). Journal of Medial Internet Research, 21(1), e11528. doi: 10.2196/11528

    Author: Hanneke Scholten

    Upload date: 06-16-2020

  • Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study

    Lobel, A., Engels, R. C.M.E., Stone, L. L., Burk, W., & Granic, I. (2017). 46, 884-897.

    Author: Adam Lobel

    Upload date: 02-21-2017

  • Associations between Children's Video Game Playing and Psychosocial Health: Information from Both Parent and Child Reports

    Lobel, A., Granic, I., Stone, L. L., & Engels, R. C.M.E. (2014). Cyberpsychology, Behavior, and Social Networking, 17, 639-643

    Author: Adam Lobel

    Upload date: 10-01-2014

Worked together with

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GEMH Lab

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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

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Professor at McMaster's University & Co-founder of PlayNice Interactive

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Joanneke Weerdmeester
Researcher at GEMH Lab

Behavioural scientist, lecturer, consultant, gamer, dungeon master, language enthusiast, and lover of all things geeky.

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Freelance Consultant

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Evan Hirsch
Collaborator

I work with clients to design ecosystems, adapt bleeding edge research and develop end-to-end strategies that help improve the lives of their patients, practitioners and users.

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CEO and Co-founder of PlayNice Interactive

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Anna Lichtwarck-Aschoff
Collaborator

I am not so interested in *whether* certain interventions work but *how* they work. That is, I am mainly focusing on underlying processes and mechanisms of change across diagnostic categories and different treatment modalities. Mother of two wild boys!

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Professor of Orthopedagogics at University of Groningen

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Marlou Poppelaars

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).

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Postdoc

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Anouk Tuijnman

I am a passionate researcher interested in improving the well-being of young people with the use of innovative interventions.

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PhD-Candidate

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Maaike Verhagen
Associate Professor

Associate Professor within the Developmental Psychopathology group, currently interested in belongingness needs, emotional processes, and internalizing problems in adolescents.

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Behavioural Science Institute - Radboud University

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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

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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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Lieke Wijnhoven

Clinical therapist and external PhD-student at GGZ Oost Brabant and the Radboud University.

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PhD-Candidate

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Angela Schuurmans

Researcher, writer, and photography addict. Loves animals and lives together with one dog, two bunnies, and eight chickens.

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PhD Candidate

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Maartje Luijten
Associate Professor

I both perform research and teach in the area of developmental psychopathology. My main expertise involves neurocognitive aspects of substance use.

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Behavioural Science Institute - Radboud University

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Daan Creemers

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Research Coordinator

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Marientina Gotsis

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Research Assistant Professor

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Marloes Kleinjan

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

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