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Efficacy of a Virtual Reality Biofeedback Game...
Journal article

Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study

Abstract

BACKGROUND: Many adolescents in special education are affected by anxiety in addition to their behavioral problems. Anxiety leads to substantial long-term problems and may underlie disruptive behaviors in the classroom as a result of the individual's inability to tolerate anxiety-provoking situations. Thus, interventions in special needs schools that help adolescents cope with anxiety and, in turn, diminish disruptive classroom behaviors are …

Authors

Bossenbroek R; Wols A; Weerdmeester J; Lichtwarck-Aschoff A; Granic I; van Rooij MMJW

Journal

JMIR Mental Health, Vol. 7, No. 3,

Publisher

JMIR Publications

DOI

10.2196/16066

ISSN

2368-7959