Virtual-reality gaming + affordable biofeedback = Anxiety therapy for all?

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. News in Context: The NeuroGeneration and Humankind’s Quest to Enhance the Brain Meditation app Headspace raises $93 million in equity and debt to accelerate clinical validation and geographic expansion Large study finds positive yet mixed results from Akili’s digital therapeutic for kids with ADHD Five reasons the future of brain enhancement is digital, pervasive and (hopefully) bright Can brain training work? Yes, if it meets these 5 conditions Three ways to protect your mental health during –and after– COVID-19 ? How to intervene early: Examples in depression, epilepsy and smoking cessation from SharpBrains
Source: SharpBrains - Category: Neuroscience Authors: Tags: Cognitive Neuroscience Health & Wellness Peak Performance Technology anxiety biofeedback biometric sensors Covid-19 pandemic DEEP Psychology therapy videogames virtual-reality Source Type: blogs