Published on in Vol 7, No 3 (2020): March

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

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

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

Rineke Bossenbroek   1 , MSc ;   Aniek Wols   1 , MSc ;   Joanneke Weerdmeester   1 , MSc ;   Anna Lichtwarck-Aschoff   1 , PhD ;   Isabela Granic   1 , PhD ;   Marieke M J W van Rooij   1 , PhD

1 Behavioural Science Institute, Radboud University, Nijmegen, Netherlands

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