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Physiological Responses and User Feedback on a Gameful Breathing Training App: Within-Subject Experiment

机译:游戏式呼吸训练应用程序的生理反应和用户反馈:受试者内实验

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Background Slow-paced breathing training (6 breaths per minute BPM) improves physiological and psychological well-being by inducing relaxation characterized by increased heart rate variability (HRV). However, classic breathing training has a limited target group, and retention rates are very low. Although a gameful approach may help overcome these challenges, it is crucial to enable breathing training in a scalable context (eg, smartphone only) and ensure that they remain effective. However, despite the health benefits, no validated mobile gameful breathing training featuring a biofeedback component based on breathing seems to exist. Objective This study aims to describe the design choices and their implementation in a concrete mobile gameful breathing training app. Furthermore, it aims to deliver an initial validation of the efficacy of the resulting app. Methods Previous work was used to derive informed design choices, which, in turn, were applied to build the gameful breathing training app Breeze. In a pretest (n=3), design weaknesses in Breeze were identified, and Breeze was adjusted accordingly. The app was then evaluated in a pilot study (n=16). To ascertain that the effectiveness was maintained, recordings of breathing rates and HRV-derived measures (eg, root mean square of the successive differences RMSSDs) were collected. We compared 3 stages: baseline, standard breathing training deployed on a smartphone, and Breeze. Results Overall, 5 design choices were made: use of cool colors, natural settings, tightly incorporated game elements, game mechanics reflecting physiological measures, and a light narrative and progression model. Breeze was effective, as it resulted in a slow-paced breathing rate of 6 BPM, which, in turn, resulted in significantly increased HRV measures compared with baseline (P Conclusions The implemented breathing training app Breeze maintained its efficacy despite the use of game elements. Moreover, the app was positively perceived by participants although there was room for improvement.
机译:背景:慢节奏呼吸训练(每分钟 6 次呼吸 [BPM])通过诱导以心率变异性 (HRV) 增加为特征的放松来改善生理和心理健康。然而,经典呼吸训练的目标群体有限,保留率非常低。尽管游戏化方法可能有助于克服这些挑战,但在可扩展的环境中(例如,仅限智能手机)进行呼吸训练并确保它们保持有效至关重要。然而,尽管对健康有益,但似乎不存在经过验证的移动游戏呼吸训练,其中包含基于呼吸的生物反馈组件。目的 本研究旨在描述设计选择及其在具体移动游戏呼吸训练应用程序中的实现。此外,它旨在对最终应用程序的功效进行初步验证。 方法 以前的工作被用来得出明智的设计选择,这些选择反过来又被应用于构建游戏化的呼吸训练应用程序 Breeze。在预测试(n=3)中,发现了 Breeze 的设计缺陷,并相应地调整了 Breeze。然后,在一项试点研究中对该应用程序进行了评估 (n=16)。为了确定有效性得以维持,收集了呼吸频率和HRV衍生测量值的记录(例如,连续差的均方根[RMSSDs])。我们比较了 3 个阶段:基线、智能手机上部署的标准呼吸训练和 Breeze。结果 总共有5个设计选择:使用冷色调、自然设置、紧密结合的游戏元素、反映生理措施的游戏机制以及轻盈的叙事和进度模型。Breeze 是有效的,因为它导致了 6 BPM 的慢节奏呼吸频率,这反过来又导致与基线相比显着增加 HRV 测量值(P 结论 尽管使用了游戏元素,但实施的呼吸训练应用程序 Breeze 仍保持了其功效。此外,尽管还有改进的余地,但参与者对该应用程序给予了积极评价。

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