Estimating the reproducibility of psychological science Open Science Collaboration Science 349 (6251), aac4716, 2015 | 9570 | 2015 |
Efficacy of a virtual reality biofeedback game (DEEP) to reduce anxiety and disruptive classroom behavior: single-case study R Bossenbroek, A Wols, J Weerdmeester, A Lichtwarck-Aschoff, I Granic, ... JMIR mental health 7 (3), e16066, 2020 | 76 | 2020 |
An integrative model for the effectiveness of biofeedback interventions for anxiety regulation: Viewpoint J Weerdmeester, MMJW van Rooij, RCME Engels, I Granic Journal of Medical Internet Research 22 (7), e14958, 2020 | 68 | 2020 |
A feasibility study on the effectiveness of a full-body videogame intervention for decreasing attention deficit hyperactivity disorder symptoms J Weerdmeester, M Cima, I Granic, Y Hashemian, M Gotsis Games for health journal 5 (4), 258-269, 2016 | 50 | 2016 |
Exploring the role of self-efficacy in biofeedback video games J Weerdmeester, M Van Rooij, O Harris, N Smit, RCME Engels, I Granic Extended abstracts publication of the annual symposium on computer-human …, 2017 | 39 | 2017 |
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, RCME Engels, ... | 22 | 2021 |
Social anxiety and pro-social behavior following varying degrees of rejection: Piloting a new experimental paradigm J Weerdmeester, WG Lange Frontiers in psychology 10, 1325, 2019 | 21 | 2019 |
Efficacy of a virtual reality biofeedback game (DEEP) to reduce anxiety and disruptive classroom behavior: Single-case study, JMIR Mental Health, 7 (3), e16066. R Bossenbroek, J Weerdmeester, A Granic, M van Rooij https://doi, 2020 | 6 | 2020 |
Visualization, self-efficacy, and locus of control in a virtual reality biofeedback video game for anxiety regulation J Weerdmeester, MMJW Van Rooij, I Granic Cyberpsychology, Behavior, and Social Networking 25 (6), 360-368, 2022 | 5 | 2022 |
A randomized controlled trial assessing the efficacy of a virtual reality biofeedback video game: anxiety outcomes and appraisal processes. Tech Mind Behav. 2021; 2 (2) JW Weerdmeester, M van Rooij, DF Maciejewski, R Engels, I Granic | 5 | 2021 |
Take a DEEP breath: Exploring the potential of game-based biofeedback interventions for anxiety regulation JW Weerdmeester Radboud University, 2021 | 3 | 2021 |
A randomized controlled trial assessing the efficacy of a virtual reality biofeedback video game [Dataset] JW Weerdmeester, M van Rooij, DF Maciejewski, R Engels, I Granic DANS EASY, 2020 | 3 | 2020 |
Exploring the added value of virtual reality biofeedback game DEEP in forensic psychiatric inpatient care—A qualitative study L Klein Haneveld, H Kip, YHA Bouman, J Weerdmeester, H Scholten, ... Frontiers in psychology 14, 1201485, 2023 | | 2023 |
null• Volume 2, Issue 2 J Weerdmeester, MMJW van Rooij, DF Maciejewski, RCME Engels, ... | | |