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Author Contributions ML and ED conceived and designed the experiments, ML conducted the experiments together with members of the lab, ML analyzed the data, ML and ED wrote the manuscript. Conflict of Interest Statement The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest. Funding. This work was supported in part by a grant from NICHD (P30 HD015052-30) and a National PFKM Science Foundation Graduate Research Fellowship, as well as grant support to the Vanderbilt Institute for Clinical and Translational Research (UL1TR000011 from NCATS/NIH). We thank the participants and their families for taking part in the study. We also thank the ACM Lifting Lives Music Camp and the Williams Syndrome Association for their assistance. 1It is plausible that individuals with greater communication and social skills were simply better able to participate in the one-on-one testing session, leading them to perform better on the beat/meter perception tests. However, this seems unlikely for several reasons. First, all examiners were highly trained in working with individuals with WS and managing social difficulties. Additionally, a subset of BMS-754807 manufacturer 32 individuals also completed a pitch perception task during the same testing session with the same examiner. There was no relationship between pitch perception and any of the Vineland-II domains (�ѡ�s = -0.156 to -0.003, p��s > 0.3). Thus, adaptive social skills appear to be specifically related to beat/meter skills and not pitch skills.""Introduction: Stress is one of the leading global causes of disease and premature mortality. Despite this, selleck products interventions aimed at reducing stress have low adherence rates. The proliferation of mobile phone devices along with gaming-style applications allows for a unique opportunity to broaden the reach and appeal of stress-reduction interventions in modern society. We assessed the effectiveness of two smartphone applications games combined with biofeedback in reducing stress. Methods: We compared a control game to gaming-style smartphone applications combined with a skin conductance biofeedback device (the Pip). Fifty participants aged between 18 and 35 completed the Trier Social Stress Test. They were then randomly assigned to the intervention (biofeedback game) or control group (a non-biofeedback game) for thirty minutes. Perceived stress, heart rate and mood were measured before and after participants had played the games. Results: A mixed factorial ANOVA showed a significant interaction between time and game type in predicting perceived stress [F(1,48) = 14.19, p