DEEP: A biofeedback virtual reality game for children at-risk for anxiety

M Van Rooij, A Lobel, O Harris, N Smit… - Proceedings of the 2016 …, 2016 - dl.acm.org
Anxiety disorders are among the most frequently diagnosed mental health problems in
children, leading to potentially devastating outcomes on a personal level and high costs for …

[HTML][HTML] Empirical evidence for the outcomes of therapeutic video games for adolescents with anxiety disorders: systematic review

S Barnes, J Prescott - JMIR serious games, 2018 - games.jmir.org
Background: Extant evidence suggests that the proportion of adolescents suffering from
anxiety disorders (ADs) has increased by up to 70% since the mid-1980s, with experience of …

Virtual reality biofeedback interventions for treating anxiety: a systematic review, meta-analysis and future perspective

OD Kothgassner, A Goreis, I Bauda… - Wiener klinische …, 2022 - Springer
Background Virtual reality (VR)-based biofeedback is a relatively new intervention and is
increasingly being used for the treatment of anxiety disorders. This is the first research …

[HTML][HTML] Using mobile health gamification to facilitate cognitive behavioral therapy skills practice in child anxiety treatment: open clinical trial

G Pramana, B Parmanto, J Lomas, O Lindhiem… - JMIR serious …, 2018 - games.jmir.org
Background: Cognitive behavioral therapy is an efficacious treatment for child anxiety
disorders. Although efficacious, many children (40%-50%) do not show a significant …

Creating state of the art, next-generation Virtual Reality exposure therapies for anxiety disorders using consumer hardware platforms: design considerations and future …

P Lindner, A Miloff, W Hamilton… - Cognitive behaviour …, 2017 - Taylor & Francis
Decades of research and more than 20 randomized controlled trials show that Virtual Reality
exposure therapy (VRET) is effective in reducing fear and anxiety. Unfortunately, few …

[HTML][HTML] Efficacy of a virtual reality biofeedback game (DEEP) to reduce anxiety and disruptive classroom behavior: single-case study

R Bossenbroek, A Wols, J Weerdmeester… - JMIR mental …, 2020 - mental.jmir.org
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 …

Designing and utilizing biofeedback games for emotion regulation: The case of nevermind

A Lobel, M Gotsis, E Reynolds, M Annetta… - Proceedings of the …, 2016 - dl.acm.org
Biofeedback games have the potential to make gaming a deeply personal experience by
linking the gamespace to each player's physiological state. First, this paper describes the …

[HTML][HTML] Experiences of gamified and automated virtual reality exposure therapy for spider phobia: qualitative study

P Lindner, A Rozental, A Jurell, L Reuterskiöld… - JMIR serious …, 2020 - games.jmir.org
Background: Virtual reality exposure therapy is an efficacious treatment of anxiety disorders,
and recent research suggests that such treatments can be automated, relying on …

Serious games and gamification for mental health: current status and promising directions

TM Fleming, L Bavin, K Stasiak… - Frontiers in …, 2017 - frontiersin.org
Computer games are ubiquitous and can be utilized for serious purposes such as health
and education.“Applied games” including serious games (in brief, computerized games for …

[HTML][HTML] Implementations of virtual reality for anxiety-related disorders: systematic review

T Oing, J Prescott - JMIR serious games, 2018 - games.jmir.org
Background: Although traditional forms of therapy for anxiety-related disorders (eg, cognitive
behavioral therapy, CBT) have been effective, there have been long-standing issues with …