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Using digital games to recover from daily work strain

Digital games have been demonstrated to promote recovery from daily work strain. However, prior research has not examined the role that player experience (PX) plays in post-work recovery despite the fact that theories in this area rely implicitly on PX concepts. Hence, this research seeks to understand how the experience of immersion shapes the recovery … Continue reading

eWork Radio

Register to use the eWork Radio app! Read about how we developed the eWork Radio browser application Nearly 500 participants contributed to our research on remote working In spring 2020, an unprecedented number of people suddenly moved to remote working, many of them with little to no previous experience of working from home. This happened … Continue reading

BreakBOT: A Digital Emotion Regulation Chatbot

Students frequently use social media (SM) as a digital break from studying. Concerns have been raised that these breaks harm academic performance and wellbeing by acting as a form of procrastination. Counter evidence suggests they can also act as a form of recovery that positively supports performance and well-being. It is currently unclear how SM … Continue reading

eWorkLife: Remote Working during COVID19 lockdowns

We have designed a self-reflection tool which aims to help you understand your remote working needs and provides personalised recommendations for strategies can help improve productivity and work-life balance. Continue reading

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Adolescent Mental Health and Development in the Digital World

In 2020, many university programs had to shift at least part of their teaching online. This opened up many questions about the impact of online learning and the lack of in-person interaction on students’ ability to learn and socialise and on their mental health. Professor Anna Cox and Professor Yvonne Rogers led a study investigating … Continue reading

Conceptualising and measuring digital emotion regulation

A study investigating the the role of digital technology in the academic and personal lives of undergraduate students who started their courses in autumn 2020. Continue reading

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Mobile Mental Health Interventions for Anxiety Management

Digital mental health is a rapidly growing area within Human-Computer Interaction. Mental health problems will affect one-third of the population worldwide during their lifetime. At the present moment, anxiety disorders are highly prevalent and are among the most common psychological disorders with an estimated 264 million adults experiencing anxiety worldwide. The significant effects of anxiety … Continue reading

iWARDS

Prof Anna Cox and Dr Antonia Rich developed an intervention to improve junior doctors’ well-being. Continue reading

GetAMoveOn

The GetAMoveOn Network+ is an interdisciplinary community of researchers and practitioners, funded by an EPSRC grant running from June 2016 to the end of May 2021. Our aim is to transform health by enabling people to lead more active lives with the help of digital technologies. Continue reading