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

BackgroundMany 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 anxie...

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Main Authors: Bossenbroek, Rineke, Wols, Aniek, Weerdmeester, Joanneke, Lichtwarck-Aschoff, Anna, Granic, Isabela, van Rooij, Marieke M J W
Format: Article
Language:English
Published: JMIR Publications 2020-03-01
Series:JMIR Mental Health
Online Access:http://mental.jmir.org/2020/3/e16066/
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spelling doaj-57dd7a838bcb42809495ee30c03c47242021-05-03T02:53:25ZengJMIR PublicationsJMIR Mental Health2368-79592020-03-0173e1606610.2196/16066Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case StudyBossenbroek, RinekeWols, AniekWeerdmeester, JoannekeLichtwarck-Aschoff, AnnaGranic, Isabelavan Rooij, Marieke M J W BackgroundMany 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 needed. ObjectiveThis study aimed to evaluate the effect of a virtual reality biofeedback game, DEEP, on daily levels of state-anxiety and disruptive classroom behavior in a clinical sample. In addition, the study also aimed to examine the duration of the calm or relaxed state after playing DEEP. MethodsA total of 8 adolescents attending a special secondary school for students with behavioral and psychiatric problems participated in a single-case experimental ABAB study. Over a 4-week period, participants completed 6 DEEP sessions. In addition, momentary assessments (ie, 3 times a day) of self-reported state-anxiety and teacher-reported classroom behavior were collected throughout all A and B phases. ResultsFrom analyzing the individual profiles, it was found that 6 participants showed reductions in anxiety, and 5 participants showed reductions in disruptive classroom behaviors after the introduction of DEEP. On a group level, results showed a small but significant reduction of anxiety (d=–0.29) and a small, nonsignificant reduction of disruptive classroom behavior (d=−0.16) on days when participants played DEEP. Moreover, it was found that the calm or relaxed state of participants after playing DEEP lasted for about 2 hours on average. ConclusionsThis 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.http://mental.jmir.org/2020/3/e16066/
collection DOAJ
language English
format Article
sources DOAJ
author Bossenbroek, Rineke
Wols, Aniek
Weerdmeester, Joanneke
Lichtwarck-Aschoff, Anna
Granic, Isabela
van Rooij, Marieke M J W
spellingShingle Bossenbroek, Rineke
Wols, Aniek
Weerdmeester, Joanneke
Lichtwarck-Aschoff, Anna
Granic, Isabela
van Rooij, Marieke M J W
Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study
JMIR Mental Health
author_facet Bossenbroek, Rineke
Wols, Aniek
Weerdmeester, Joanneke
Lichtwarck-Aschoff, Anna
Granic, Isabela
van Rooij, Marieke M J W
author_sort Bossenbroek, Rineke
title Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study
title_short Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study
title_full Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study
title_fullStr Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study
title_full_unstemmed Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study
title_sort efficacy of a virtual reality biofeedback game (deep) to reduce anxiety and disruptive classroom behavior: single-case study
publisher JMIR Publications
series JMIR Mental Health
issn 2368-7959
publishDate 2020-03-01
description BackgroundMany 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 needed. ObjectiveThis study aimed to evaluate the effect of a virtual reality biofeedback game, DEEP, on daily levels of state-anxiety and disruptive classroom behavior in a clinical sample. In addition, the study also aimed to examine the duration of the calm or relaxed state after playing DEEP. MethodsA total of 8 adolescents attending a special secondary school for students with behavioral and psychiatric problems participated in a single-case experimental ABAB study. Over a 4-week period, participants completed 6 DEEP sessions. In addition, momentary assessments (ie, 3 times a day) of self-reported state-anxiety and teacher-reported classroom behavior were collected throughout all A and B phases. ResultsFrom analyzing the individual profiles, it was found that 6 participants showed reductions in anxiety, and 5 participants showed reductions in disruptive classroom behaviors after the introduction of DEEP. On a group level, results showed a small but significant reduction of anxiety (d=–0.29) and a small, nonsignificant reduction of disruptive classroom behavior (d=−0.16) on days when participants played DEEP. Moreover, it was found that the calm or relaxed state of participants after playing DEEP lasted for about 2 hours on average. ConclusionsThis 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.
url http://mental.jmir.org/2020/3/e16066/
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