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