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](https://asset.jmir.pub/assets/bbc98384060d796a93e0cb897c410d6c.png 480w,https://asset.jmir.pub/assets/bbc98384060d796a93e0cb897c410d6c.png 960w,https://asset.jmir.pub/assets/bbc98384060d796a93e0cb897c410d6c.png 1920w,https://asset.jmir.pub/assets/bbc98384060d796a93e0cb897c410d6c.png 2500w)
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Published on in Vol 7, No 3 (2020): March