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          <titl xml:lang="en">A Randomized Controlled Trial Assessing the Efficacy of a Virtual Reality Biofeedback Video Game</titl>
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        <titl xml:lang="en">A Randomized Controlled Trial Assessing the Efficacy of a Virtual Reality Biofeedback Video Game</titl>
        <IDNo xml:lang="en" agency="DOI">doi:10.17026/DANS-ZBD-BHBE</IDNo><IDNo xml:lang="en">662482</IDNo><IDNo xml:lang="en" agency="DANS-KNAW">easy-dataset:189525</IDNo>
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        <AuthEnty affiliation="Radboud University" xml:lang="en">J.W. Weerdmeester
        </AuthEnty><AuthEnty affiliation="Radboud University" xml:lang="en">M.M.J.W. van Rooij
        </AuthEnty><AuthEnty affiliation="Radboud University" xml:lang="en">D.F. Maciejewski
        </AuthEnty><AuthEnty affiliation="Radboud University" xml:lang="en">R.C.M.E. Engels
        </AuthEnty><AuthEnty affiliation="Radboud University" xml:lang="en">I. Granic
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        <prodDate xml:lang="en">2020-01-01</prodDate>
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        <distDate xml:lang="en" date="2021-05-10">2021-05-10</distDate>
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        <keyword xml:lang="en">Social Sciences</keyword><keyword xml:lang="en">Anxiety</keyword><keyword xml:lang="en">Virtual Reality</keyword><keyword xml:lang="en">Biofeedback</keyword><keyword xml:lang="en">Video Games</keyword><keyword xml:lang="en">Randomized Controlled Trial</keyword>
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      <abstract xml:lang="en">&lt;p&gt;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.&lt;/p&gt;&lt;p&gt;This repository includes the following files:&lt;br&gt;- 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.&lt;br&gt;- Two data-sets(one in .sav and one in .CSV format) with all the data that was reported on in the corresponding article, including&lt;br&gt;raw data of participant characteristics and single-item questions as well as the sum-scores, ratio-scores or difference scores of the main outcomes.&lt;br&gt;- 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.&lt;/p&gt;&lt;p&gt;Information regarding missing values:&lt;br&gt;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').&lt;br&gt;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.&lt;/p&gt;</abstract>
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