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May 2012 - present
Ph Research & Advice
- Consultant on various topics in media psychology, human-computer interaction and game based learning. Research support of experiments, survey research and focus groups. Workshops on the psychology behind the power of play.
[This corrects the article DOI: 10.2196/20209.].
Background: Games for health are increasingly used as (part of) health interventions and more effect research into games for health is being done. This online experiment questions expectancies of games for health by investigating whether a game for health prompt might be considered arousal congruent cognitive reappraisal and as such positively effe...
BACKGROUND As games for health are used more as (part of) an intervention, more research is being done to establish effects. Such research measures after or during gameplay. This online experiment seeks to investigate the effect of announcing a game for health before any gameplay – taking the perspective of a prompting effect. OBJECTIVE Following...
Background Games for health are increasingly used as (part of) health interventions and more effect research into games for health is being done. This online experiment questions expectancies of games for health by investigating whether a game for health prompt might be considered arousal congruent cognitive reappraisal and as such positively effec...
Most of the scientific literature on computer games aimed at offering or aiding in psychotherapy provides little information on the relationship between the game's design and the player's cognitive processes. This article investigates the use of Bloom's taxonomy in describing a psychotherapeutic game in terms of knowledge level and cognitive proces...
Most of scientific literature on computer games aimed at offering or aiding in psychotherapy has little information on how the game exactly relates to the relatively recent development of the ‘third wave’ of behavioural psychotherapy, which includes metacognition. This paper first introduces metacognition and subsequently studies five cases of psyc...
Initial results. Is a game-prompt = an excitement prompt (in health related context)? Investigating whether announcing an anxiety inducing health-related problem as a ‘game’ has the same effect on self-efficacy and might be seen as a form of cognitive reappraisal. Mediation analysis of an online experiment. Manipulation = prompting text game vs tas...
Play together, learn together. Social aspects in Game Based Learning. Player types. Collaboration versus competition.
How Alternate Reality Gaming changes reality. The effects of playing an Alternate Reality Game on reality, during and beyond game play, compared to the effects of playing an Massively Multi-player Online Role Playing Game.
This chapter argues the importance of understanding the process of serious gaming, i.e. playing a game with a purpose other than solely entertainment. Taking a psychological perspective, it focuses on the effects of the game rather than the game itself. Emphasis is put on the experience of enjoyment as a core element of a successful entertainment g...
Exploration of audio book usage in Germany, Netherlands, USA.
With the development of an Adaptive Ambient Empowerment tool for the Elderly (a2e2) a group of technicians and media psychologists confront the challenge to change habituated unhealthy life styles. The main goal is to increase physical activity in seniors who are at risk of acquiring or are already suffering from chronic diseases. The a2e2 system i...