This study assessed the efficacy of a virtual reality biofeedback video game (DEEP) in reducing anxiety symptoms. In addition, changes in engagement and cognitive appraisals including self-efficacy, locus of control, and threat-challenge appraisals were measured and it was explored how these factors related to anxiety regulation. Undergraduates with elevated anxiety symptoms (N = 112) were randomly assigned to four training sessions with DEEP or a smartphone-guided breathing application. Trait anxiety was measured at screening, pretest, posttest, and 3 months later. State anxiety was assessed before and after each session. In addition, engagement and appraisals were assessed in each session. Participants in both conditions showed a signific...
In our protocol for the treatment of Generalized Anxiety Disorders we use Virtual reality (VR) to fa...
Generalized anxiety disorder (GAD) is a psychiatric disorder characterized by a constant and unspeci...
Anxiety disorder is the most prevalent and frequently diagnosed disorder in youth, and associated wi...
Item does not contain fulltextThis study assessed the efficacy of a virtual reality biofeedback vide...
This repository includes the data of a Randomized Controlled Trial (RCT) that was reported on in the...
This repository includes the data of a Randomized Controlled Trial (RCT) that was reported on in the...
The current study aimed to identify specific feedback mechanics and psychological processes that may...
Item does not contain fulltextMany adolescents in special education are affected by anxiety in addit...
Biofeedback training and game-based biofeedback are increasingly used to improve mental health. When...
Item does not contain fulltextThis repository includes the data of a Randomized Controlled Trial (RC...
Anxiety is a problem of global interest, an increasingly relevant mental health issue, and adversity...
This study presents an analysis of [1], particularly the utilization of videogames and their impact ...
Schröder D, Wrona KJ, Müller F, Heinemann S, Fischer F, Dockweiler C. Impact of virtual reality appl...
Background and purpose: Neurofeedback method and virtual reality technology are used as a relatively...
Biofeedback has shown to be a promising tool for the treatment of anxiety however several theoretica...
In our protocol for the treatment of Generalized Anxiety Disorders we use Virtual reality (VR) to fa...
Generalized anxiety disorder (GAD) is a psychiatric disorder characterized by a constant and unspeci...
Anxiety disorder is the most prevalent and frequently diagnosed disorder in youth, and associated wi...
Item does not contain fulltextThis study assessed the efficacy of a virtual reality biofeedback vide...
This repository includes the data of a Randomized Controlled Trial (RCT) that was reported on in the...
This repository includes the data of a Randomized Controlled Trial (RCT) that was reported on in the...
The current study aimed to identify specific feedback mechanics and psychological processes that may...
Item does not contain fulltextMany adolescents in special education are affected by anxiety in addit...
Biofeedback training and game-based biofeedback are increasingly used to improve mental health. When...
Item does not contain fulltextThis repository includes the data of a Randomized Controlled Trial (RC...
Anxiety is a problem of global interest, an increasingly relevant mental health issue, and adversity...
This study presents an analysis of [1], particularly the utilization of videogames and their impact ...
Schröder D, Wrona KJ, Müller F, Heinemann S, Fischer F, Dockweiler C. Impact of virtual reality appl...
Background and purpose: Neurofeedback method and virtual reality technology are used as a relatively...
Biofeedback has shown to be a promising tool for the treatment of anxiety however several theoretica...
In our protocol for the treatment of Generalized Anxiety Disorders we use Virtual reality (VR) to fa...
Generalized anxiety disorder (GAD) is a psychiatric disorder characterized by a constant and unspeci...
Anxiety disorder is the most prevalent and frequently diagnosed disorder in youth, and associated wi...