top of page

PUBLICATIONS

J.W. Weerdmeester (2021). Take a DEEP Breath: Exploring the Potential of Game-based Biofeedback Interventions for Anxiety Regulation. Doctoral Thesis. Radboud University.

Klein Haneveld, L., Kip, H., Bouman, Y. H., Weerdmeester, J., Scholten, H., & Kelders, S. M. (2023). Exploring the Added Value of Virtual Reality Biofeedback Game DEEP in Forensic Psychiatric Inpatient Care: a Qualitative StudyFrontiers in Psychology, 14, 1201485. doi: 10.3389/fpsyg.2023.1201485

Weerdmeester, J., van Rooij, M. M. J.W., & Granic, I. (2022). Visualization, Self-Efficacy, and Locus of Control in a Virtual Reality Biofeedback Video Game for Anxiety Regulation. Cyberpsychology, Behavior, and Social Networking, 25 (6).doi: 10.1089/cyber.2022.0030

Weerdmeester, J., van Rooij, M. M.J.W., Maciejewski, D. F., Engels, R. C.M.E, & Granic, I. (2021). A Randomized Controlled Trial Assessing the Efficacy of a Virtual Reality Biofeedback Video Game: Anxiety Outcomes and Appraisal ProcessesTechnology, Mind, and Behavior, 2(2). doi: 10.1037/tmb0000028

Weerdmeester, J., van Rooij, M. M.J.W., Maciejewski, D. F., Engels, R. C.M.E, & Granic, I. (2020). A Randomized Controlled Trial Assessing the Efficacy of a Virtual Reality Biofeedback Video Game [Data Set]. DANS EASY. doi: 10.17026/dans-zbd-bhbe

Bossenbroek, R., Wols, A., Weerdmeester, J., Lichtwarck-Aschoff, A., Granic, I., & van Rooij, M. M. J.W. (2020). Efficacy of a virtual reality biofeedback game (DEEP) to reduce anxiety and disruptive classroom behavior: Single-case studyJMIR mental health, 7(3), e16066. doi: 10.2196/16066

Weerdmeester, J., van Rooij, M. M.J.W., Engels, R. C.M.E, & Granic, I. (2020). An Integrative Model for the Effectiveness of Biofeedback Interventions for Anxiety Regulation: Viewpoint. Journal of Medical Internet Research, 22(7), e14958. doi: 10.2196/14958

Weerdmeester, J., & Lange, W. G. (2019). Social anxiety and pro-social behavior following varying degrees of rejection: piloting a new experimental paradigmFrontiers in psychology, 10, 1325. doi: 10.3389/fpsyg.2019.01325

Weerdmeester, J., van Rooij, M.M.J.W., Harris, O., Smit, N., Engels, R. C.M.E., & Granic, I. (2017, October). Exploring the role of self-efficacy in biofeedback video games. In Extended abstracts publication of the annual symposium on computer-human interaction in play (pp. 453-461). doi: 10.1145/3130859.3131299

Weerdmeester, J., Cima, M., Granic, I., Hashemian, Y., & Gotsis, M. (2016). A feasibility study on the effectiveness of a full-body videogame intervention for decreasing attention deficit hyperactivity disorder symptomsGames for health journal, 5(4), 258-269. doi: 10.1089/g4h.2015.0103

Open Science Collaboration. (2015). Estimating the reproducibility of psychological scienceScience, 349(6251), aac4716. doi: 10.1089/g4h.2015.0103

Publications: Opleiding
bottom of page