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 , NL

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