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This Game Could Transform Your Therapy Sessions!

This Game Could Transform Your Therapy Sessions!
Are you a school therapist looking for innovative ways to help your students manage anxiety and disruptive behaviors? You might want to consider incorporating a virtual reality biofeedback game called DEEP into your sessions. Recent research shows that DEEP can significantly reduce anxiety and disruptive classroom behaviors in adolescents with behavioral and psychiatric issues. Here's how you can harness this cutting-edge technology to improve your practice.

DEEP is a virtual reality game that uses biofeedback to help players control their movements through diaphragmatic breathing. As players explore an underwater world, they wear a belt with a stretch sensor around their diaphragm, which measures their breathing. The game teaches players to breathe slowly and deeply, promoting relaxation and reducing physiological symptoms of anxiety.

Key Findings from the Research

The study titled Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study demonstrated the following:

How to Implement DEEP in Your Practice

Here are some steps to effectively integrate DEEP into your therapy sessions:

  1. Introduce DEEP to Your Students: Explain the purpose of the game and how it can help them manage anxiety and improve classroom behavior.
  2. Set Up the Equipment: Ensure you have the necessary VR headset, DEEP breathing belt, and a compatible computer to run the game.
  3. Schedule Regular Sessions: Plan DEEP sessions during times when students are likely to experience anxiety or before potentially stressful events like exams.
  4. Monitor Progress: Keep track of students' anxiety levels and classroom behaviors before and after DEEP sessions to measure its effectiveness.

Encourage Further Research

While the study provides promising results, more research is needed to optimize and personalize DEEP for diverse student populations. Consider collaborating with researchers or conducting your own small-scale studies to explore how DEEP can be tailored to meet the unique needs of your students.

To read the original research paper, please follow this link: Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study.


Citation: Gipson, B., Shih, T., Raiff, E., Mathiasen, K., Bossenbroek, R., Wols, A., Weerdmeester, J., Lichtwarck-Aschoff, A., Granic, I., & van Rooij, M. M. J. W. (2020). Efficacy of a virtual reality biofeedback game (DEEP) to reduce anxiety and disruptive classroom behavior: Single-case study. JMIR Mental Health, 7(3), e16066. https://doi.org/10.2196/16066

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in online therapy apply today!

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