[HTML][HTML] An integrative model for the effectiveness of biofeedback interventions for anxiety regulation

J Weerdmeester, MMJW van Rooij… - Journal of medical …, 2020 - jmir.org
Biofeedback has shown to be a promising tool for the treatment of anxiety; however, several
theoretical as well as practical limitations have prevented widespread adaptation until now …

When first-order barriers are high: A comparison of second-and third-order barriers to classroom computing integration

TW Makki, LTJ O'Neal, SR Cotten, RV Rikard - Computers & Education, 2018 - Elsevier
This study examines the role of second-and third-order barriers to classroom computing
integration among fourth-and fifth-grade teachers in an urban, low-income school district (ie …

[PDF][PDF] A randomized controlled trial assessing the efficacy of a virtual reality biofeedback video game: anxiety outcomes and appraisal processes

JW Weerdmeester, MMJW van Rooij, DF Maciejewski… - 2021 - assets.pubpub.org
This study assessed the efficacy of a virtual reality biofeedback video game (DEEP) in
reducing anxiety symptoms. In addition, changes in engagement and cognitive appraisals …

The role of coping strategies in understanding the relationship between parental support and psychological outcomes in anxious youth

D Simpson, L Suarez, L Cox, S Connolly - Child and Adolescent Social …, 2018 - Springer
The current study examined the moderating role of coping strategies on psychological
outcomes at varying levels of parental support in a sample of clinically anxious youth. Youth …

Future expectations and internet addiction among adolescents: The roles of intolerance of uncertainty and perceived social support

G Du, H Lyu - Frontiers in Psychiatry, 2021 - frontiersin.org
Internet addiction is a common and challenging problem among adolescents. Previous
studies have shown that future time orientation is an important protective factor against …

Exploring the role of self-efficacy in biofeedback video games

J Weerdmeester, M Van Rooij, O Harris… - … abstracts publication of …, 2017 - dl.acm.org
Biofeedback training and game-based biofeedback are increasingly used to improve mental
health. When evaluating the effects of biofeedback however, the focus often lies solely on …

Visualization, self-efficacy, and locus of control in a virtual reality biofeedback video game for anxiety regulation

J Weerdmeester, MMJW Van Rooij… - … , Behavior, and Social …, 2022 - liebertpub.com
The current study aimed to identify specific feedback mechanics and psychological
processes that may contribute to positive outcomes in biofeedback applications for anxiety …

Meta-analysis of single-case evaluations of child-centered play therapy for treating mental health symptoms.

D Pester, AS Lenz, J Dell'Aquila - International Journal of Play …, 2019 - psycnet.apa.org
As the demand for childhood mental health intervention rises, there is a need for increased
evidentiary support for developmentally sensitive approaches that address childhood mental …

Mental health outcomes of an applied game for children with elevated anxiety symptoms: a randomized controlled non-inferiority trial

EA Schoneveld, A Wols, A Lichtwarck-Aschoff… - Journal of Child and …, 2020 - Springer
Anxiety disorders are the most prevalent mental health problems in childhood. Engaging,
adequate, and appropriate prevention programs are needed. Applied games form a …

Promotive Factors Within Neighborhood, Family, and School Contexts for Adolescents Living in an Urban, High-Burden Community

RC Garthe, D Gorman-Smith, S Kim, S Yoon… - Youth & …, 2024 - journals.sagepub.com
Adverse outcomes associated with living in urban, high-burden communities can be
reduced by strengthening promotive factors—processes that promote positive development …