Publications

We have produced 100+ scientific publications and thanks to our funders, we are open-access. We are able to regularly share insights across all fields of interest, ensuring that everybody can access the publications freely.

to Design


two kids smiling with game controllers

Back to Our Foundation: Why Games?

It all started for us by observing that many children and teens either don’t find their way to treatment or that treatment turns out to be insufficiently effective and sustainable for them. This is the result of limitations in the delivery of these clinical evidence-based principles – not the principles themselves. Conventional therapy does not always meet the needs of young people, can feel stigmatizing or become tedious.

In contrast, games and other playful digital technologies are an excellent delivery model because they are engaging, intrinsically motivating, accessible, personable, much less stigmatizing, and they provide ample organic space for practice.

A chart showing interaction between science and design development overlap

Core Scientific Principles

Researching playful technologies requires a structured approach to bolster both Science ⥂ Design

A Solid Evidence-Based Foundation


We balance science with design, making sure that all of the playful digital technologies we create are based on solid scientific theory and evidence-based mechanisms. We systematically work out what our desired short-term and long-term outcomes are and which psychological mechanisms and evidence-based techniques could lead to those outcomes. Finally, we translate those evidence-based techniques into playful and engaging mechanics.

Appropriate Study Scales

The choice for the design of our studies is dependent on the project’s phase. In the beginning, we make sure we remain flexible by using quick pilot study designs, followed over time by larger feasibility and efficacy studies and—ultimately—implementation trials.
(see image on the left)

Mixed Methods

When designing playful digital technologies, we have questions around whether we are reaching the outcomes we were targeting but also questions related to engagement and usability. We value the insights that a combination of more quantitative and more qualitative methods can give us to answer these questions in as much detail.

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Significant Publications View all publications


Below we have selected our ten key scientific publications, ranging from elaborations on our games and scientific method, to theoretical and conceptual articles.

  • 2014

    The Benefits of Playing Video Games

    Granic, I., Lobel, A., & Engels, R. C. (2014). American Psychologist, 69, 66-78.

  • 2021

    Beyond Screen Time: Identity Development in the Digital Age

    Granic, I., Morita, H., & Scholten, H. (2020). Psychological Inquiry, 31(3), 195-223. https://doi.org/10.1080/1047840X.2020.1820214

  • 2020

    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 Medical Internet Research, 21(1), e11528. doi: 10.2196/11528

  • 2017

    Preventing Childhood Anxiety Disorders: Is an Applied Game as Effective as a Cognitive Behavioral Therapy-Based Program?

    Schoneveld, E. A., Lichtwarck-Aschoff, A., & Granic, I. (2017). Prevention Science, 1-13.

  • 2018

    In-Game Play Behaviours during an Applied Video Game for Anxiety Prevention Predict Successful Intervention Outcomes

    Wols, A., Lichtwarck-Aschoff, A., Schoneveld, E. A., & Granic, I. (2018). Journal of Psychopathology and Behavioral Assessment, 40, 655-668. https://doi.org/10.1007/s10862-018-9684-4

  • 2020

    A Randomized Controlled Trial to Test the Effectiveness of a Peer-Based Social Mobile Game Intervention to Reduce Smoking in Youth

    Scholten, H., Luijten, M., & Granic, I. (2019). Development and Psychopathology, 31, 1923-1943. doi: 10.1017/S0954579419001378

  • 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

  • 2022

    Deep-Breathing Biofeedback Trainability in a Virtual-Reality Action Game: A Single-Case Design Study With Police Trainers

    Michela, A., van Peer, J. M., Brammer, J. C., Nies, A., van Rooij, M. M. J. W., Oostenveld, R., Dorrestijn, W., Smit, A. S., Roelofs, K., Klumpers, F., & Granic, I. (2022). Frontiers in Psychology, 13, 29. https://doi.org/10.3389/fpsyg.2022.806163

  • 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

  • 2020

    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). J Med Internet Res 2020;22(1):e15529.

Latest Projects View all projects

  • Project Lead Category Project Status
    Nastasia Griffioen Social Media Recruitment

    Echo: The Power of Connecting through Voice

    About the project

    We are in the midst of a global transition in which digital “screens” are no longer simply entertainment devices and distractions; rather, young people are currently living in a hybrid reality that links digital spaces to offline contexts. It is clear that the current generation of young people is growing up in a digital ecosystem unprecedented in its ubiquity and complexity! With Echo, we aim to create a space that helps young people connect authentically with others and themselves.

    view this project

  • Project Lead Category Project Status
    Bloombox Group Design Tools Preparation

    The Social Healing Project

    About the project

    The Social Healing Project sets forth a new paradigm for social healing—one rooted in evidence-based indicators; imagined through holistic, interdisciplinary experience; refined by collaborative building; and made to be used, engaged with, and benefitted from by the public.

    view this project

  • Project Lead Category Project Status
    Suhaavi Kochhar Behavior Regulation Data Collection

    Detour: A smartphone game to help youth quit smoking

    About the project

    Welcome to Detour, the innovative mobile game designed to help youths quit smoking by offering guidance, social support, and goal setting. Developed by a team of researchers, game developers, and youths, Detour utilizes cutting-edge psychology research to distract from smoking urges, build healthier habits, and focus on a smoke-free future. With daily reminders, just-in-time interventions, and a habit tracker feature for motivation, Detour empowers young individuals to lead healthier, happier lives. Join the community today and take the first step toward a smoke-free future!

    view this project

97%

Youth that play video games regularly

80%

Youth who need mental health care but receive no services

20%

Children diagnosed with an anxiety disorder

RESEARCHERS

 

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