Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study.
Rineke BossenbroekAniek WolsJoanneke WeerdmeesterAnna Lichtwarck-AschoffIsabela GranicMarieke M J W Van RooijPublished in: JMIR mental health (2020)
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.