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A meditative virtual reality game
controlled by deep diaphragmatic breathing

As part of my PhD at the GEMH lab of the Radboud University, I conducted multiple studies on the efficacy of DEEP as an anxiety regulation tool and wrote a viewpoint paper with guidelines for the research and design of biofeedback interventions.

The DEEP team is working hard to bring the experience to the masses. I facilitate new science and healthcare collaborations and explore new ways that DEEP could be of use. 


A multimedia installation helping youth to express and manage their feelings in a creative way

Spiegelstem aims to provide a safe and playful environment for youth to express and manage their feelings. Youth can express themselves by using their voice and movement which is translated to a visual painting. Spiegelstem is co-created with youths and professionals from special education, (residential) youth care centres. 

I assist the team by monitoring goals and assessing the efficacy and practicality of the installation. 



Building applications for youth with chronic illness

A  consortium that aims to develop, validate and implement digital applications that support young people, including those coping with chronic illness. 

I work on this project as a post-doc researcher at the 
HKU University of the Arts Utrecht


A VR project that allows people to discover and choreograph their inner world

This project led by Hatsumi exists at the nexus of immersive technology, creative storytelling and wellbeing to explore the richness of the embodied human experience. Participants are taken on a journey to explore and creatively express emotions and bodily sensations. Through the process of bodymapping, 3D drawing, and movement, they can reveal their unique inner reality as well as observe the creations of others. 

In this project I work as a consultant and science-design translator.



A one-day festival about the power of video games

I am co-organiser of the GEMH Game Gallery. This festival is aimed at raising public awareness about the ways that games can facilitate wellbeing. The first edition offered a range of playful demos for visitors of all ages as well as a variety of talks by game experts.


Online sessions focused on digital media and wellbeing

Co-host of a livestream/video series of the Games for Emotional and Mental Health Lab featuring discussions with experts from (game) design, research, healthcare and industry about the complex interactions between digital media and wellbeing. Sessions are livestreamed and recorded on Youtube.

Watch previous sessions here
Projects: Projecten
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