Associate Professor in Developmental Psychology at Queen's University in Kingston, Ontario, Canada.
I am specializing in adolescent emotional development, emotion regulation, dynamic systems, state space grids, observational methods, and psychophysiology. PI on studies of MindLight in Canada.. Currently I am working on rectifying process and strategy accounts of emotion regulation, concordance across appraisal, expressive, and physiological arousal during emotion, testing the social baseline hypothesis of adolescence, the impact of mindsets on socioemotional functioning, and nested time scales of real-time emotions within day-to-day functioning across developmental time. My interest in gaming is as a research tool to tap into theorized mechanisms of emotion regulation, and of course to improve children's lives.
This project aims to develop and assess the use of biofeedback videogames to help youth cope with stress and anxiety. In addition it aims to identify physiological markers and patterns of emotion regulation. The current studies within this project focus on exploring the potential of the virtual reality biofeedback game DEEP where players use deep diaphragmatic breathing to move through a beautiful underwater world.
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 aim to evaluate the reasons for why MindLight is effective (e.g., what kinds of mechanics work) and for whom (e.g., age and gender differences).
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.
Hey @PlayNiceInst @GEMH_Lab @tracyadennis Nice fodder for your arguments against the fear mongering around screen… https://t.co/NIAeUg0Ylh
Hey @PlayNiceInst @GEMH_Lab @tracyadennis Nice fodder for your arguments against the fear mongering around screen… https://t.co/mktilL9OGY
Great foundational research. Providing challenge (rather than fostering avoidance) is the way through distress and… https://t.co/fs4yb6SG3p
RT @PlayNiceInst: As a lifer in academia, Fall always feels like the real "new year." Come check out what we're up to in the @GEMH_Lab. Thi…
@PeteEtchells Yes! Thank you for taking this critique to the public. The methodological shenanigans in this paper w… https://t.co/kKpVPypH0r
@PlayNiceInst @GEMH_lab I can be either or both at various times. This time, however, it was neither. Just fact. I… https://t.co/NBKfDlmByZ
@GEMH_lab is the most innovative lab I have ever encountered. Watch this video to see the enlightened vision of… https://t.co/e6PAp9peZf
Huzzah! Once again #MindLight shows efficacy in reducing anxiety! Great work @GEMH_lab @PlayNiceInst @E_Schoneveld… https://t.co/UsaPtVNX2P
@PlayNiceInst @GEMH_lab exactly...
Engagement so necessary for anxiety in particular: takes a lot to turn attention away from source of anxiety. Games… https://t.co/QRJjSM2yMa
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
Schoneveld, E. A., Malmberg, M., Lichtwarck-Aschoff, A., Verheijen, G. P., Engels, R. C., & Granic, I. (2016). Computers in Human Behavior, 63, 321-333.
Author: Elke Schoneveld
Upload date: 10-01-2016
Schoneveld, E. A., Lichtwarck-Aschoff, A., & Granic, I. (2017). Prevention Science, 1-13.
Author: Elke Schoneveld
Upload date: 09-27-2017
Poppelaars, M., Wols, A., Lichtwarck-Aschoff, A., & Granic, I. (2018). Frontiers in Psychology.
Author: Marlou Poppelaars
Upload date: 09-10-2018