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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Bibliographic Details
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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