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A Randomized Controlled Trial Assessing the Efficacy of a Virtual Reality Biofeedback Video Game

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DANS Data Station Social Sciences and Humanities2023-08-28 更新2026-05-11 收录
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https://ssh.datastations.nl/citation?persistentId=doi:10.17026/DANS-ZBD-BHBE
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<p>This repository includes the data of a Randomized Controlled Trial (RCT) that was reported on in the article titled "A Randomized Controlled Trial Assessing the Efficacy of a Virtual Reality Biofeedback Video Game: Anxiety Outcomes and Appraisal Processes" by Weerdmeester and colleagues (2020). The study assessed the efficacy of a virtual reality biofeedback video game (DEEP) in reducing anxiety symptoms. In addition, engagement and cognitive appraisals including self-efficacy, locus of control, and threat-challenge were explored as potential mechanisms of change. Undergraduates with elevated anxiety symptoms (N = 112) were randomly assigned to four training sessions in the lab with either DEEP, a biofeedback video game, or a smartphone-guided breathing application. Trait anxiety was measured at screening (two weeks prior to the training), pre-test, post-test, and three months later. State anxiety was assessed before and after each individual training session. Engagement as well as all cognitive appraisals were assessed after each training session.</p><p>This repository includes the following files:<br>- A word file which describes the complete method and procedure of the corresponding Randomized Controlled Trial study, including a description of how the data was analysed.<br>- Two data-sets(one in .sav and one in .CSV format) with all the data that was reported on in the corresponding article, including<br>raw data of participant characteristics and single-item questions as well as the sum-scores, ratio-scores or difference scores of the main outcomes.<br>- A data codebook (in .xlsx format) including a description of of the variables in the data-set including the labels, values and the scales of the corresponding questionnaire items.</p><p>Information regarding missing values:<br>Missing values on the variables 'gamehrswk' and 'gamehrswknd' are the result of these questions being skipped because participants answered 'No' on a previous question asking whether or not they play video games (variable 'doyougame').<br>Missingness on other values was due to participants dropping out of the training or not filling out the online follow-up questionnaire. Information about the extent of and reasons for attrition are included in Figure 1, which is included in DEEP_RCT_Data_Method_Procedure.docx. The method section in this document also describes how missingness was dealt with in the analyses.</p>
提供机构:
Radboud University
创建时间:
2020-01-01
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