Publications

We regularly share our insights with people from within and outside our field. We have produced 100+ scientific publications, ranging from elaborations on our games and scientific method, to theoretical and conceptual articles. Thanks to our funders, we were able to publish our work in an open-access fashion, ensuring that everybody can access the publications freely.

to Design


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 clinical evidence-based principles – not the principles themselves. Conventional therapy is often stigmatizing and can easily become tedious.

We realized that how games and other playful digital technologies are an excellent delivery model because they are engaging, intrinsically motivating, accessible, personalizable, much less stigmatizing, and they provide ample organic space for practice.

Core Scientific Principles

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

A Solid Evidence-Based Foundation


-- the importance of determining the desired outcomes, target, and psychological mechanisms and evidence-based techniques --

Appropriate Study Scales

We think the type of scientific study design used should be appropriate for 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

-- both wellbeing and playfulness are phenomena that require a less mechanistic, quantity-driven approach to measurement and science. And how we therefore value the insights that qualitative data can give us to contextualize and complement quantitative information.--

Bloombox

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.

Significant Publications

Thanks to the hard work and dedication of our staff and team we have selected a few key scientific publications here below.  

Latest Projects View all projects

  • Project Lead Category Project Status
    Bloombox Group Transformative Tech Preparation

    Bloombox: A Toolkit for Creating Transformative Tech

    About the project

    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.

    view this project

  • Project Lead Category Project Status
    Bloombox Group Transformative Tech Preparation

    Play-Based Grieving in Minecraft

    About the project

    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.

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  • Project Lead Category Project Status
    Bloombox Group Transformative Tech 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

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

 

How can we help?

We'd love to know what challenges you have or are currently facing working beween Science & Design.


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