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
- 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