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

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....

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Autores principales: Lukic, Yanick Xavier, Shih, Chen-Hsuan (Iris), Hernandez Reguera, Alvaro, Cotti, Amanda, Fleisch, Elgar, Kowatsch, Tobias
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7899808/
https://www.ncbi.nlm.nih.gov/pubmed/33555264
http://dx.doi.org/10.2196/22802
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author Lukic, Yanick Xavier
Shih, Chen-Hsuan (Iris)
Hernandez Reguera, Alvaro
Cotti, Amanda
Fleisch, Elgar
Kowatsch, Tobias
author_facet Lukic, Yanick Xavier
Shih, Chen-Hsuan (Iris)
Hernandez Reguera, Alvaro
Cotti, Amanda
Fleisch, Elgar
Kowatsch, Tobias
author_sort Lukic, Yanick Xavier
collection PubMed
description 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<.001 for RMSSD). In general, the app was perceived positively by the participants. However, some criticized the somewhat weaker clarity of the breathing instructions when compared with a standard breathing training app. 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.
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spelling pubmed-78998082021-03-02 Physiological Responses and User Feedback on a Gameful Breathing Training App: Within-Subject Experiment Lukic, Yanick Xavier Shih, Chen-Hsuan (Iris) Hernandez Reguera, Alvaro Cotti, Amanda Fleisch, Elgar Kowatsch, Tobias JMIR Serious Games Original Paper 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<.001 for RMSSD). In general, the app was perceived positively by the participants. However, some criticized the somewhat weaker clarity of the breathing instructions when compared with a standard breathing training app. 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. JMIR Publications 2021-02-08 /pmc/articles/PMC7899808/ /pubmed/33555264 http://dx.doi.org/10.2196/22802 Text en ©Yanick Xavier Lukic, Chen-Hsuan (Iris) Shih, Alvaro Hernandez Reguera, Amanda Cotti, Elgar Fleisch, Tobias Kowatsch. Originally published in JMIR Serious Games (http://games.jmir.org), 08.02.2021. https://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Lukic, Yanick Xavier
Shih, Chen-Hsuan (Iris)
Hernandez Reguera, Alvaro
Cotti, Amanda
Fleisch, Elgar
Kowatsch, Tobias
Physiological Responses and User Feedback on a Gameful Breathing Training App: Within-Subject Experiment
title Physiological Responses and User Feedback on a Gameful Breathing Training App: Within-Subject Experiment
title_full Physiological Responses and User Feedback on a Gameful Breathing Training App: Within-Subject Experiment
title_fullStr Physiological Responses and User Feedback on a Gameful Breathing Training App: Within-Subject Experiment
title_full_unstemmed Physiological Responses and User Feedback on a Gameful Breathing Training App: Within-Subject Experiment
title_short Physiological Responses and User Feedback on a Gameful Breathing Training App: Within-Subject Experiment
title_sort physiological responses and user feedback on a gameful breathing training app: within-subject experiment
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7899808/
https://www.ncbi.nlm.nih.gov/pubmed/33555264
http://dx.doi.org/10.2196/22802
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