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The role of gamification in digital mental health

Trajectories of Symptom Change in School-Based Prevention Programs for Adolescent Girls with Subclinical Depression

Can a Commercial Video Game Prevent Depression? Null Results and Whole Sample Action Mechanisms in a Randomized Controlled Trial

The role of motivation to change and mindsets in a game promoted for mental health

Explicit Mental Health Messaging Promotes Serious Video Game Selection in Youth With Elevated Mental Health Symptoms

The impact of explicit mental health messages in video games on players' motivation and affect

A randomized controlled trial comparing two cognitive-behavioral programs for adolescent girls with subclinical depression: A school based program (Op Volle Kracht) and a computerized program (SPARX)

Videospellen: de positieve effecten

Autonomous and controlled motivation in a randomized controlled trial comparing school-based and computerized depression prevention programs

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