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

Journals

  1. Ridout B, Kelson J, Campbell A, Steinbeck K. Effectiveness of Virtual Reality Interventions for Adolescent Patients in Hospital Settings: Systematic Review. Journal of Medical Internet Research 2021;23(6):e24967 View
  2. Pallavicini F, Pepe A, Mantovani F. Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review. JMIR Mental Health 2021;8(8):e28150 View
  3. Baghaei N, Chitale V, Hlasnik A, Stemmet L, Liang H, Porter R. Virtual Reality for Supporting the Treatment of Depression and Anxiety: Scoping Review. JMIR Mental Health 2021;8(9):e29681 View
  4. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  5. Fu Y, Hu Y, Sundstedt V. A Systematic Literature Review of Virtual, Augmented, and Mixed Reality Game Applications in Healthcare. ACM Transactions on Computing for Healthcare 2022;3(2):1 View
  6. Wiebe A, Kannen K, Selaskowski B, Mehren A, Thöne A, Pramme L, Blumenthal N, Li M, Asché L, Jonas S, Bey K, Schulze M, Steffens M, Pensel M, Guth M, Rohlfsen F, Ekhlas M, Lügering H, Fileccia H, Pakos J, Lux S, Philipsen A, Braun N. Virtual reality in the diagnostic and therapy for mental disorders: A systematic review. Clinical Psychology Review 2022;98:102213 View
  7. Chand K, Khosla A. Efficacy of Using Retro Games in Multimodal Biofeedback Systems for Mental Relaxation. International Journal of Gaming and Computer-Mediated Simulations 2022;14(1):1 View
  8. Michela A, van Peer J, Brammer J, Nies A, van Rooij M, Oostenveld R, Dorrestijn W, Smit A, Roelofs K, Klumpers F, Granic I. Deep-Breathing Biofeedback Trainability in a Virtual-Reality Action Game: A Single-Case Design Study With Police Trainers. Frontiers in Psychology 2022;13 View
  9. Silva G, Souto J, Fernandes T, Bolis I, Santos N. Interventions with Serious Games and Entertainment Games in Autism Spectrum Disorder: A Systematic Review. Developmental Neuropsychology 2021;46(7):463 View
  10. Martinez K, Menéndez-Menéndez M, Bustillo A. Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review. JMIR Serious Games 2021;9(4):e30482 View
  11. Chen Y, Zhou Z, Cao M, Liu M, Lin Z, Yang W, Yang X, Dhaidhai D, Xiong P. Extended Reality (XR) and telehealth interventions for children or adolescents with autism spectrum disorder: Systematic review of qualitative and quantitative studies. Neuroscience & Biobehavioral Reviews 2022;138:104683 View
  12. Kothgassner O, Goreis A, Bauda I, Ziegenaus A, Glenk L, Felnhofer A. Virtual reality biofeedback interventions for treating anxiety. Wiener klinische Wochenschrift 2022;134(S1):49 View
  13. Kelson J, Ridout B, Steinbeck K, Campbell A. The Use of Virtual Reality for Managing Psychological Distress in Adolescents: Systematic Review. Cyberpsychology, Behavior, and Social Networking 2021;24(10):633 View
  14. Kampa M, Finke J, Stalder T, Bucher L, Klapperich H, Mertl F, Zimmer C, Geiger C, Hassenzahl M, Klucken T. Facilitating relaxation and stress reduction in healthy participants through a virtual reality intervention: study protocol for a non-inferiority randomized controlled trial. Trials 2022;23(1) View
  15. Riches S, Jeyarajaguru P, Taylor L, Fialho C, Little J, Ahmed L, O’Brien A, van Driel C, Veling W, Valmaggia L. Virtual reality relaxation for people with mental health conditions: a systematic review. Social Psychiatry and Psychiatric Epidemiology 2023 View
  16. Björling E, Sonney J, Rodriguez S, Carr N, Zade H, Moon S. Exploring the Effect of a Nature-based Virtual Reality Environment on Stress in Adolescents. Frontiers in Virtual Reality 2022;3 View
  17. Ka-Yee Essoe J, Patrick A, Reynolds K, Schmidt A, Ramsey K, McGuire J. Recent Advances in Psychotherapy with Virtual Reality. Advances in Psychiatry and Behavioral Health 2022;2(1):79 View
  18. Amini Gougeh R, Falk T. Head-Mounted Display-Based Virtual Reality and Physiological Computing for Stroke Rehabilitation: A Systematic Review. Frontiers in Virtual Reality 2022;3 View
  19. Lüddecke R, Felnhofer A. Virtual Reality Biofeedback in Health: A Scoping Review. Applied Psychophysiology and Biofeedback 2022;47(1):1 View
  20. Rodrigo-Yanguas M, González-Tardón C, Bella-Fernández M, Blasco-Fontecilla H. Serious Video Games: Angels or Demons in Patients With Attention-Deficit Hyperactivity Disorder? A Quasi-Systematic Review. Frontiers in Psychiatry 2022;13 View
  21. ÖZKAN YILMAZ N, DURAN F, FİDAN U. Psikiyatrik Rahatsızlıklarda Sanal Gerçeklik ve Artırılmış Gerçeklik. Gazi Üniversitesi Fen Bilimleri Dergisi Part C: Tasarım ve Teknoloji 2021 View
  22. Kip H, Bouman Y. A Perspective on the Integration of eHealth in Treatment of Offenders: Combining Technology and the Risk-Need-Responsivity Model. Frontiers in Psychiatry 2021;12 View
  23. Li Q, Liu Q, Chen Y. Prospective Teachers’ Acceptance of virtual reality technology: a mixed study in Rural China. Education and Information Technologies 2022 View
  24. Zhao J, Zhang X, Lu Y, Wu X, Zhou F, Yang S, Wang L, Wu X, Fei F. Virtual reality technology enhances the cognitive and social communication of children with autism spectrum disorder. Frontiers in Public Health 2022;10 View
  25. Camardella C, Chiaradia D, Bortone I, Frisoli A, Leonardis D. Introducing wearable haptics for rendering velocity feedback in VR serious games for neuro-rehabilitation of children. Frontiers in Virtual Reality 2023;3 View

Books/Policy Documents

  1. Scott J, Sims M. Intelligent Technologies for Interactive Entertainment. View
  2. Khan S. Extended Reality for Healthcare Systems. View
  3. Ninaus M, Greitemeyer T, Weiss E. Digitale Lernwelten – Serious Games und Gamification. View
  4. Khan S. Extended Reality for Healthcare Systems. View
  5. Deater-Deckard K, van Lier P. Biosocial Interplay During Elementary School. View