Publications |
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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.
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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.
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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.
Researching playful technologies requires a structured approach to bolster both Science ⥂ Design
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.
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)
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.
For more examples of our workflow, designs, or if you are just looking for a place to start...
☞ check the Bloombox Toolkit ☜
With these tools we have empowered many of our collaborators to realize their vision, and we would love to know if it can help you too.
Below we have selected our ten key scientific publications, ranging from elaborations on our games and scientific method, to theoretical and conceptual articles.
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
Granic, I., Morita, H., & Scholten, H. (2020). Psychological Inquiry, 31(3), 195-223. https://doi.org/10.1080/1047840X.2020.1820214
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
Granic, I., Lobel, A., & Engels, R. C. (2014). American Psychologist, 69, 66-78.
Scholten, H., Luijten, M., & Granic, I. (2019). Development and Psychopathology, 31, 1923-1943. doi: 10.1017/S0954579419001378
Schoneveld, E. A., Lichtwarck-Aschoff, A., & Granic, I. (2017). Prevention Science, 1-13.
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
Griffioen, N., Van Rooij, M., Lichtwarck-Aschoff, A., & Granic, I. (2020). J Med Internet Res 2020;22(1):e15529.
Scholten, H., & Granic, I. (2019). Journal of Medial Internet Research, 21(1), e11528. doi: 10.2196/11528
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
Creating digital tech—whether it be videogames or apps—that makes a real impact on human flourishing is hard! Luckily, at the GEMH Lab we have amassed many lessons learned, tips, tricks and caveats over the years of our existence. All of which we aim to bring together in the Bloombox: a toolkit for creating transformative tech.
Children who experience the death of a parent or sibling can feel isolated and alone in their grief and often lack access to safe, supportive, and developmentally appropriate online settings where they can connect with other peers and caring adults who “get” their grief. ExperienceCraft is a youth-led, online community for grieving children, where they can play, connect, and learn with others who have experienced the death of a caregiver, sibling, or close member of their community.
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.
Youth that play video games regularly
Youth who need mental health care but receive no services
Children diagnosed with an anxiety disorder