Item does not contain fulltextMany 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. This 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 DEE...
Anxiety is a problem of global interest, an increasingly relevant mental health issue, and adversity...
Electronic Journal of e-Learning (EJEL), 18(3), 207-218.Digital games have been successfully applied...
Electronic Journal of e-Learning (EJEL), 18(3), 207-218.Digital games have been successfully applied...
Item does not contain fulltextThis study assessed the efficacy of a virtual reality biofeedback vide...
This study assessed the efficacy of a virtual reality biofeedback video game (DEEP) in reducing anxi...
Adolescent anxiety is debilitating, the most frequently diagnosed adolescent mental health problem, ...
Adolescent anxiety is debilitating, the most frequently diagnosed adolescent mental health problem, ...
Adolescent anxiety is debilitating, the most frequently diagnosed adolescent mental health problem, ...
<div><p>Adolescent anxiety is debilitating, the most frequently diagnosed adolescent mental health p...
This repository includes the data of a Randomized Controlled Trial (RCT) that was reported on in the...
Contains fulltext : 155653.PDF (publisher's version ) (Open Access)Adolescent anxi...
Test anxiety has been a growing problem in school-aged children, especially for students in East-Asi...
Objective: Anxiety disorders are the most prevalent form of psychopathology among youth. Because dem...
Biofeedback games have the potential to make gaming a deeply personal experience by linking the game...
Anxiety disorder is the most prevalent and frequently diagnosed disorder in youth, and associated wi...
Anxiety is a problem of global interest, an increasingly relevant mental health issue, and adversity...
Electronic Journal of e-Learning (EJEL), 18(3), 207-218.Digital games have been successfully applied...
Electronic Journal of e-Learning (EJEL), 18(3), 207-218.Digital games have been successfully applied...
Item does not contain fulltextThis study assessed the efficacy of a virtual reality biofeedback vide...
This study assessed the efficacy of a virtual reality biofeedback video game (DEEP) in reducing anxi...
Adolescent anxiety is debilitating, the most frequently diagnosed adolescent mental health problem, ...
Adolescent anxiety is debilitating, the most frequently diagnosed adolescent mental health problem, ...
Adolescent anxiety is debilitating, the most frequently diagnosed adolescent mental health problem, ...
<div><p>Adolescent anxiety is debilitating, the most frequently diagnosed adolescent mental health p...
This repository includes the data of a Randomized Controlled Trial (RCT) that was reported on in the...
Contains fulltext : 155653.PDF (publisher's version ) (Open Access)Adolescent anxi...
Test anxiety has been a growing problem in school-aged children, especially for students in East-Asi...
Objective: Anxiety disorders are the most prevalent form of psychopathology among youth. Because dem...
Biofeedback games have the potential to make gaming a deeply personal experience by linking the game...
Anxiety disorder is the most prevalent and frequently diagnosed disorder in youth, and associated wi...
Anxiety is a problem of global interest, an increasingly relevant mental health issue, and adversity...
Electronic Journal of e-Learning (EJEL), 18(3), 207-218.Digital games have been successfully applied...
Electronic Journal of e-Learning (EJEL), 18(3), 207-218.Digital games have been successfully applied...