Back to Search
Start Over
Efficacy of a virtual reality biofeedback game (DEEP) to reduce anxiety and disruptive classroom behavior: Single-case study
- Source :
- JMIR Mental Health, 7, 3, JMIR Mental Health, JMIR Mental Health, 7, JMIR Mental Health, Vol 7, Iss 3, p e16066 (2020)
- Publication Year :
- 2020
-
Abstract
- Background Many 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. Objective 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 DEEP. Methods A total of 8 adolescents attending a special secondary school for students with behavioral and psychiatric problems participated in a single-case experimental ABAB study. Over a 4-week period, participants completed 6 DEEP sessions. In addition, momentary assessments (ie, 3 times a day) of self-reported state-anxiety and teacher-reported classroom behavior were collected throughout all A and B phases. Results From analyzing the individual profiles, it was found that 6 participants showed reductions in anxiety, and 5 participants showed reductions in disruptive classroom behaviors after the introduction of DEEP. On a group level, results showed a small but significant reduction of anxiety (d=–0.29) and a small, nonsignificant reduction of disruptive classroom behavior (d=−0.16) on days when participants played DEEP. Moreover, it was found that the calm or relaxed state of participants after playing DEEP lasted for about 2 hours on average. Conclusions This study demonstrates the potential of the game, DEEP, as an intervention for anxiety and disruptive classroom behavior in a special school setting. Future research is needed to fully optimize and personalize DEEP as an intervention for the heterogeneous special school population.
- Subjects :
- 050103 clinical psychology
serious games
020205 medical informatics
medicine.medical_treatment
Population
education
Psychological intervention
applied game
single-case study
Special needs
02 engineering and technology
Single-subject design
Special education
Biofeedback
Developmental psychology
Intervention (counseling)
disruptive behavior
0202 electrical engineering, electronic engineering, information engineering
medicine
Psychology
0501 psychology and cognitive sciences
adolescents
special education
education.field_of_study
Original Paper
05 social sciences
attention-deficit/hyperactivity disorder (ADHD)
anxiety
BF1-990
Psychiatry and Mental health
autism spectrum disorder (ASD)
Anxiety
medicine.symptom
Developmental Psychopathology
Subjects
Details
- ISSN :
- 23687959
- Database :
- OpenAIRE
- Journal :
- JMIR Mental Health, 7, 3, JMIR Mental Health, JMIR Mental Health, 7, JMIR Mental Health, Vol 7, Iss 3, p e16066 (2020)
- Accession number :
- edsair.doi.dedup.....49d4935e2be3fdaa897a5247ffa0cf72