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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 Rooij
Published 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.
Keyphrases
  • virtual reality
  • randomized controlled trial
  • physical activity
  • mental health
  • sleep quality
  • risk assessment
  • high school
  • climate change