ICPS

2019 International Convention of Psychological Science · 2019

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

Paris, France · March 2019

Posters · Clinical Science

  • Rineke Bossenbroek
    Radboud University
  • Aniek Wols
    Behavioural Science Institute, Radboud University Nijmegen
  • Joanneke Weerdmeester
    Behavioural Science Institute, Radboud University Nijmegen
  • Anna Lichtwarck-Aschoff
    Radboud University, Behavioural Science Institute
  • Marieke van Rooij
    Radboud University Nijmegen
  • Isabela Granic
    Radboud University, Behavioural Science Institute

Abstract

This study evaluated the effect of the virtual reality biofeedback game DEEP on daily levels of state-anxiety and disruptive classroom behaviour. Eight adolescents attending a special school for behavioural and psychiatric problems participated in a single-case ABAB design. The study demonstrates DEEP’s potential as in intervention for this heterogeneous population.

Individual Differences

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