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Er zijn 14 resultaten gevonden voor thema 'Gamen'.

Bean, A. M., Nielsen, R. K. L., Rooij, A. J. van, & Ferguson, C. J. (2017). Video game addiction: the push to pathologize video games. Professional Psychology: Research and Practice, 48(5), 378–389. doi:10.1037/pro0000150

Carras, M. C., Porter, A. M., Rooij, A. J. van, King, D., Lange, A., Carras, M., & Labrique, A. (2017). Gamers’ insights into the phenomenology of normal gaming and game “addiction”: a mixed methods study. Computers in Human Behavior(79), 238–246. doi:10.1016/j.chb.2017.10.029

Lobel, A., Engels, R.C.M.E., Stone, L.L., Burk, W.J., & Granic, I. (2017). Video gaming and children’s psychosocial Wellbeing: a longitudinal study. Journal of Youth and Adolescence, 46(4), 884–897. doi:10.1007/s10964-017-0646-z

Lobel, A., Engels, R. C. M. E., Stone, L. L., & Granic, I. (2017). Gaining a competitive edge: longitudinal associations between children’s competitive video game playing, conduct problems, peer relations, and prosocial behavior. Psychology of Popular Media Culture. doi:10.1037/ppm0000159

Rooij, A. J. van, & Boonen, H. (2017). Gameverslaving & diagnostiek . In G. Bosmans, P. Bijttebier, I. Noens, & L. Claes (Eds.), Handboek diagnostiek kinderen, jongeren, en gezinnen (pp. 323–342). Den Haag: Acco.

Rooij, A. J. van, Daneels, R., Liu, S., Anrijs, S., & Looy, J. van (2017). Children’s motives to start, continue, and stop playing video games: confronting popular theories with real-world observations. Current Addiction Reports, 4(3), 323–332. doi:10.1007/s40429-017-0163-x

Schuurmans, A.A.T., Nijhof, K.S., Engels, R.C.M.E., & Granic, I. (2017). Using a videogame intervention to reduce anxiety and externalizing problems among youths in residential care: an initial randomized controlled trial. Journal of Psychopathology and Behavioral Assessment(november), 1-11. doi:10.1007/s10862-017-9638-2

Tuijnman, A., Granic, I., Whitkin, J., & Engels, R.C.M.E (2017). Developing and testing ScrollQuest: a video game targeting rejection sensitivity in adolescents. CHI Play'17 Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (oktober), 213-221. doi:10.1145/3130859.3131302

Scholten, H., Malmberg, M., Lobel, A., Engels, R.C.M.E., & Granic, I. (2016). A randomized controlled trial to test the effectiveness of an immersive 3D video game for anxiety prevention among adolescents. PLosONE, 11(1). doi:10.1371/journal.pone.0147763

Granic, I., Lobel, A.M., Poppelaars, M., & Engels, R.C.M.E. (2015). Videospellen: de positieve effecten. Kind en Adolescent, 36(1), 1-22.

Lokman, S., Bransen, E.M., Dupont, J.B.H.M., & Boon, B.J.F. (2015). Kritisch nadenken over je middelengebruik, gok- of gamegedrag. Sozio(1), 13-16.

Schuurmans, A.T., Nijhof, K.S., Vermaes, I.P.R., Engels, R.C.M.E., & Granic, I. (2015). A pilot study evaluating "Dojo," a videogame Intervention for youths with externalizing and anxiety problems. Games for Health Journal, 4(5), 401-408. doi:10.1089/g4h.2014.0138

Granic, I., Lobel, A., Engels, R. C. M. (2014). The benefits of playing video games. American Psychologist, 69(1), 66-78. doi:10.1037/a0034857

Fischer, E., Splunteren, P. van (2013). Verleiden met e-technology: van serious gaming tot social media. Kwaliteit in Zorg(5), 8-11.

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