Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study
JMIR Mental Health2020Vol. 7(3), pp. e16066–e16066
Citations Over TimeTop 1% of 2020 papers
Rineke Bossenbroek, Aniek Wols, Joanneke Weerdmeester, Anna Lichtwarck‐Aschoff, Isabela Granic, Marieke van Rooij
Abstract
This study demonstrates the potential of the game, DEEP, as an intervention for anxiety and disruptive classroom behavior in a special school setting. Future research is needed to fully optimize and personalize DEEP as an intervention for the heterogeneous special school population.
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