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abstract

DEEP: A Biofeedback Virtual Reality Game for Children At-risk for Anxiety

Published:07 May 2016Publication History

ABSTRACT

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 society. Although evidence-based interventions are readily available, their outcomes are often disappointing and variable. In particular, existing interventions are not effective long-term nor tailored to differences in individual responsiveness. We therefore need a new approach to the prevention and treatment of anxiety in children and a commensurate scientific methodology to uncover individual profiles of change. We argue that applied games have a great deal of potential for both. The current paper presents results from a recent pilot study using a biofeedback virtual reality game (DEEP). DEEP integrates established therapeutic principles with an embodied and intuitive learning process towards improved anxiety regulation skills.

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        cover image ACM Conferences
        CHI EA '16: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
        May 2016
        3954 pages
        ISBN:9781450340823
        DOI:10.1145/2851581

        Copyright © 2016 Owner/Author

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        Publication History

        • Published: 7 May 2016

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        CHI EA '16 Paper Acceptance Rate1,000of5,000submissions,20%Overall Acceptance Rate6,164of23,696submissions,26%

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