52% Yes, a signiicant crisis 3% No, there is no crisis 7% Don't know 38% Yes, a slight crisis 38% Yes, a slight crisis 1,576 RESEARCHERS SURVEYED M ore than 70% of researchers have tried and failed to reproduce another scientist's experiments, and more than half have failed to reproduce their own experiments. Those are some of the telling figures that emerged from Nature's survey of 1,576 researchers who took a brief online questionnaire on reproducibility in research. The data reveal sometimes-contradictory attitudes towards reproduc-ibility. Although 52% of those surveyed agree that there is a significant 'crisis' of reproducibility, less than 31% think that failure to reproduce published results means that the result is probably wrong, and most say that they still trust the published literature. Data on how much of the scientific literature is reproducible are rare and generally bleak. The best-known analyses, from psychology 1 and cancer biology 2 , found rates of around 40% and 10%, respectively. Our survey respondents were more optimistic: 73% said that they think that at least half of the papers in their field can be trusted, with physicists and chemists generally showing the most confidence. The results capture a confusing snapshot of attitudes around these issues, says Arturo Casadevall, a microbiologist at the Johns Hopkins Bloomberg School of Public Health in Baltimore, Maryland. "At the current time there is no consensus on what reproducibility is or should be. " But just recognizing that is a step forward, he says. "The next step may be identifying what is the problem and to get a consensus. "
Dragon seems promising as a game-based intervention for children with ADHD. Children who played Dragon improved in several areas with only a short amount of gameplay (1.5 hours in total), and their satisfaction with the game was high. For future research, it is recommended to further inspect Dragon's influence on impulsivity and gross motor skills. Furthermore, it is recommended to disentangle, examine, and evaluate specific properties of videogames that might lead to positive behavioral change.
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.
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. With current technological advances and the increasing interest in the use of self-monitoring technology to improve mental health, we argue that this is an ideal time to launch a new wave of biofeedback training. In this viewpoint paper, we reflect on the current state of biofeedback training, including the more traditional techniques and mechanisms that have been thought to explain the effectiveness of biofeedback such as the integration of operant learning and meditation techniques, and the changes in interoceptive awareness and physiology. Subsequently, we propose an integrative model that includes a set of cognitive appraisals as potential determinants of adaptive trajectories within biofeedback training such as growth mindset, self-efficacy, locus of control, and threat-challenge appraisals. Finally, we present a set of detailed guidelines based on the integration of our model with the mechanics and mechanisms offered by emerging interactive technology to encourage a new phase of research and implementation using biofeedback. There is a great deal of promise for future biofeedback interventions that harness the power of wearables and video games, and that adopt a user-centered approach to help people regulate their anxiety in a way that feels engaging, personal, and meaningful.
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 therapeutic outcomes. Meanwhile, it is known that psychological factors such as perceptions of competence, also known as selfefficacy, can significantly influence one's experience and psychological wellbeing. The current paper examined the role of self-efficacy in the context of biofeedback video games. A pilot study was conducted with DEEP, a Virtual Reality video game that uses respiratory-based biofeedback to help individuals cope with stress and anxiety. Self-efficacy was found to be a significant predictor of physiological regulation, highlighting the importance of taking psychological factors such as self-efficacy into account in the development and evaluation of biofeedback games designed to improve mental wellbeing.
In general, human beings tend to try and reconnect after they have been socially rejected. It is not clear, however, which role the number of rejecters and rejection sensitivity plays. In addition, it is unclear whether the supposed pro-social behaviors are aimed at the rejecters or at innocent individuals. By means of a new paradigm, the present pilot study investigated compensatory behavior of individuals with varying degrees of social anxiety, following varying degrees of rejection. In addition, it was explored toward whom their behavior was directed: rejecters or innocent individuals. Female students ( N = 34) were assessed on their degree of social anxiety and then, based on a personal profile they wrote, they were either rejected by 1, 2, or 3 fictional other participants or completely accepted. Afterward, the participants had to explicitly rate the creativity of drawings made by the others and, in a pro-social reward paradigm, awarded the other participants money based on their creativity rating. In addition, implicit social approach tendencies toward photos of rejecters, acceptors, or innocent individuals were assessed by means of an approach-avoidance task. The results confirmed that people with a low degree of social anxiety respond to rejection in a compensatory pro-social manner explicitly as well as implicitly, but that people with a high degree of social anxiety fail to do so. With regard to sources of rejection, only implicit approach-avoidance tendencies reflected a distinction between rejecters and innocent individuals. Theoretical implications are discussed in the light of the small sample size and other limitations.
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 including self-efficacy, locus of control, and threat-challenge appraisals were measured and it was explored how these factors related to anxiety regulation. Undergraduates with elevated anxiety symptoms (N = 112) were randomly assigned to four training sessions with DEEP or a smartphone-guided breathing application. Trait anxiety was measured at screening, pretest, posttest, and 3 months later. State anxiety was assessed before and after each session. In addition, engagement and appraisals were assessed in each session. Participants in both conditions showed a significant decrease in trait anxiety symptoms from pre-to posttest and this decrease remained stable at follow-up. Furthermore, all participants decreased in state anxiety from pre-to postsession, except for DEEP sessions that included exposure. DEEP users increased in self-efficacy and observed resources to cope throughout the training. In addition, DEEP users felt more engaged in initial sessions than those who used the control application, but their engagement decreased toward the final session. In contrast, participants in the control group showed no change in appraisals nor engagement. Taken together, results demonstrate the potential of digital interventions such as biofeedback games and guided relaxation applications as anxiety regulation tools and show that self-efficacy and threat-challenge appraisals in particular are potential mechanisms of change in biofeedback interventions.
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