Granic, Isabela
Radboud University Nijmegen
16 papers on CoChatORCID 0000-0002-6213-136X
Most cited papers
- Verified
The benefits of playing video games.
Granic, I., Lobel, A., & Engels, R. C. M. E. (2014) · American Psychologist
Digital Games and MediaEducational Games and Gamification
Cited by 2,456
- Verified
A weak scientific basis for gaming disorder: Let us err on the side of caution
van Rooij, A. J., Ferguson, C. J., Colder Carras, M., Kardefelt-Winther, D., Shi, J., Aarseth, E., Bean, A. M., Bergmark, K. H., Brus, A., Coulson, M., et al. (2018) · Journal of Behavioral Addictions
Impact of Technology on AdolescentsGambling Behavior and Treatments
Cited by 346
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Beyond Screen Time: Identity Development in the Digital Age
Granic, I., Morita, H., & Scholten, H. (2020) · Psychological Inquiry
Impact of Technology on AdolescentsChild Development and Digital Technology
Cited by 237
- Verified
Emotion regulation in action: Use, selection, and success of emotion regulation in adolescents’ daily lives
Lennarz, H. K., Hollenstein, T., Lichtwarck-Aschoff, A., Kuntsche, E., & Granic, I. (2019) · International Journal of Behavioral Development
Child and Adolescent Psychosocial and Emotional DevelopmentNeural and Behavioral Psychology Studies
Cited by 179
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A neurofeedback video game (MindLight) to prevent anxiety in children: A randomized controlled trial
Schoneveld, E. A., Malmberg, M., Lichtwarck-Aschoff, A., Verheijen, G. P., Engels, R. C. M. E., & Granic, I. (2016) · Computers in Human Behavior
Digital Mental Health InterventionsAnxiety, Depression, Psychometrics, Treatment, Cognitive Processes
Cited by 174
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Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint
Scholten, H., & Granic, I. (2019) · Journal of Medical Internet Research
Digital Mental Health InterventionsInnovative Human-Technology Interaction
Cited by 138
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Behavioral trainings and manipulations to reduce delay discounting: A systematic review
Scholten, H., Scheres, A., de Water, E., Graf, U., Granic, I., & Luijten, M. (2019) · Psychonomic Bulletin & Review
Decision-Making and Behavioral EconomicsNeural and Behavioral Psychology Studies
Cited by 135
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A mathematical model of embodied consciousness.
Rudrauf, D., Bennequin, D., Granic, I., Landini, G., Friston, K., & Williford, K. (2017) · Journal of Theoretical Biology
Embodied and Extended CognitionPhilosophy and Theoretical Science
Cited by 118
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A randomized controlled trial to test the effectiveness of an Immersive 3d Video game for anxiety prevention among adolescents
Scholten, H., Malmberg, M., Lobel, A., Engels, R. C. M. E., & Granic, I. (2016) · PLoS ONE
Digital Mental Health InterventionsEducational Games and Gamification
Cited by 116
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Changes in the neural bases of emotion regulation associated with clinical improvement in children with behavior problems
Lewis, M. D., Granic, I., Lamm, C., Zelazo, P. D., Stieben, J., Todd, R. M., Moadab, I., & Pepler, D. (2008) · Development and Psychopathology
Child and Adolescent Psychosocial and Emotional DevelopmentNeural and Behavioral Psychology Studies
Cited by 116
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Preventing Childhood Anxiety Disorders: Is an Applied Game as Effective as a Cognitive Behavioral Therapy-Based Program?
Schoneveld, E. A., Lichtwarck-Aschoff, A., & Granic, I. (2018) · Prevention Science
Digital Mental Health InterventionsChild Therapy and Development
Cited by 94
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The Self-Organization of Parent-Child Relations: Beyond Bidirectional Models
Granic, I. (2000) · Emotion, Development, and Self-Organization
Child and Adolescent Psychosocial and Emotional DevelopmentAttachment and Relationship Dynamics
Cited by 72
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The effect of the video game Mindlight on anxiety symptoms in children with an Autism Spectrum Disorder
Wijnhoven, L. A. M. W., Creemers, D. H. M., Engels, R. C. M. E., & Granic, I. (2015) · BMC Psychiatry
Autism Spectrum Disorder ResearchEducational Games and Gamification
Cited by 69
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Everyone Does It—Differently: A Window into Emerging Adults’ Smartphone Use
Griffioen, N., Scholten, H., Lichtwarck-Aschoff, A., van Rooij, M., & Granic, I. (2021) · Humanities and Social Sciences Communications
Impact of Technology on AdolescentsChild Development and Digital Technology
Cited by 51
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Using a Videogame Intervention to Reduce Anxiety and Externalizing Problems among Youths in Residential Care: an Initial Randomized Controlled Trial
Schuurmans, A. A. T., Nijhof, K. S., Engels, R. C. M. E., & Granic, I. (2018) · Journal of Psychopathology and Behavioral Assessment
Educational Games and GamificationDigital Mental Health Interventions
Cited by 47
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Breathing Biofeedback for Police Officers in a Stressful Virtual Environment: Challenges and Opportunities
Brammer, J. C., van Peer, J. M., Michela, A., van Rooij, M. M. J. W., Oostenveld, R., Klumpers, F., Dorrestijn, W., Granic, I., & Roelofs, K. (2021) · Frontiers in Psychology
Virtual Reality Applications and ImpactsEmotion and Mood Recognition
Cited by 38
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