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A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study

BACKGROUND: Following the outbreak of COVID-19, several studies have reported that young adults encountered a rise in anxiety symptoms, which could negatively affect their quality of life. Promising evidence suggests that mobile apps with biofeedback, serious games, breathing exercises, and positive...

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Autores principales: Almeqbaali, Mariam, Ouhbi, Sofia, Serhani, Mohamed Adel, Amiri, Leena, Jan, Reem K, Zaki, Nazar, Sharaf, Ayman, Al Helali, Abdulla, Almheiri, Eisa
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9382548/
https://www.ncbi.nlm.nih.gov/pubmed/35916692
http://dx.doi.org/10.2196/36936
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author Almeqbaali, Mariam
Ouhbi, Sofia
Serhani, Mohamed Adel
Amiri, Leena
Jan, Reem K
Zaki, Nazar
Sharaf, Ayman
Al Helali, Abdulla
Almheiri, Eisa
author_facet Almeqbaali, Mariam
Ouhbi, Sofia
Serhani, Mohamed Adel
Amiri, Leena
Jan, Reem K
Zaki, Nazar
Sharaf, Ayman
Al Helali, Abdulla
Almheiri, Eisa
author_sort Almeqbaali, Mariam
collection PubMed
description BACKGROUND: Following the outbreak of COVID-19, several studies have reported that young adults encountered a rise in anxiety symptoms, which could negatively affect their quality of life. Promising evidence suggests that mobile apps with biofeedback, serious games, breathing exercises, and positive messaging, among other features, are useful for anxiety self-management and treatment. OBJECTIVE: This study aimed to develop and evaluate the usability of a biofeedback-based app with serious games for young adults with anxiety in the United Arab Emirates (UAE). METHODS: This study consists of two phases: Phase I describes the design and development of the app, while Phase II presents the results of a usability evaluation by experts. To elicit the app’s requirements during Phase I, we conducted (1) a survey to investigate preferences of young adults in the UAE for mobile games for stress relief; (2) an analysis of serious games for anxiety; and (3) interviews with mental health professionals and young adults in the UAE. In Phase II, five experts tested the usability of the developed app using a set of Nielsen’s usability heuristics. RESULTS: A fully functional biofeedback-based app with serious games was co-designed with mental health professionals. The app included 4 games (ie, a biofeedback game, card game, arcade game, and memory game), 2 relaxation techniques (ie, a breathing exercise and yoga videos), and 2 additional features (ie, positive messaging and a mood tracking calendar). The results of Phase II showed that the developed app is efficient, simple, and easy to use. Overall, the app design scored an average of 4 out of 5. CONCLUSIONS: The elicitation techniques used in Phase I resulted in the development of an easy-to-use app for the self-management of anxiety. Further research is required to determine the app’s usability and effectiveness in the target population.
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spelling pubmed-93825482022-08-18 A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study Almeqbaali, Mariam Ouhbi, Sofia Serhani, Mohamed Adel Amiri, Leena Jan, Reem K Zaki, Nazar Sharaf, Ayman Al Helali, Abdulla Almheiri, Eisa JMIR Serious Games Original Paper BACKGROUND: Following the outbreak of COVID-19, several studies have reported that young adults encountered a rise in anxiety symptoms, which could negatively affect their quality of life. Promising evidence suggests that mobile apps with biofeedback, serious games, breathing exercises, and positive messaging, among other features, are useful for anxiety self-management and treatment. OBJECTIVE: This study aimed to develop and evaluate the usability of a biofeedback-based app with serious games for young adults with anxiety in the United Arab Emirates (UAE). METHODS: This study consists of two phases: Phase I describes the design and development of the app, while Phase II presents the results of a usability evaluation by experts. To elicit the app’s requirements during Phase I, we conducted (1) a survey to investigate preferences of young adults in the UAE for mobile games for stress relief; (2) an analysis of serious games for anxiety; and (3) interviews with mental health professionals and young adults in the UAE. In Phase II, five experts tested the usability of the developed app using a set of Nielsen’s usability heuristics. RESULTS: A fully functional biofeedback-based app with serious games was co-designed with mental health professionals. The app included 4 games (ie, a biofeedback game, card game, arcade game, and memory game), 2 relaxation techniques (ie, a breathing exercise and yoga videos), and 2 additional features (ie, positive messaging and a mood tracking calendar). The results of Phase II showed that the developed app is efficient, simple, and easy to use. Overall, the app design scored an average of 4 out of 5. CONCLUSIONS: The elicitation techniques used in Phase I resulted in the development of an easy-to-use app for the self-management of anxiety. Further research is required to determine the app’s usability and effectiveness in the target population. JMIR Publications 2022-08-02 /pmc/articles/PMC9382548/ /pubmed/35916692 http://dx.doi.org/10.2196/36936 Text en ©Mariam Almeqbaali, Sofia Ouhbi, Mohamed Adel Serhani, Leena Amiri, Reem K Jan, Nazar Zaki, Ayman Sharaf, Abdulla Al Helali, Eisa Almheiri. Originally published in JMIR Serious Games (https://games.jmir.org), 02.08.2022. 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 https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Almeqbaali, Mariam
Ouhbi, Sofia
Serhani, Mohamed Adel
Amiri, Leena
Jan, Reem K
Zaki, Nazar
Sharaf, Ayman
Al Helali, Abdulla
Almheiri, Eisa
A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study
title A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study
title_full A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study
title_fullStr A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study
title_full_unstemmed A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study
title_short A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study
title_sort biofeedback-based mobile app with serious games for young adults with anxiety in the united arab emirates: development and usability study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9382548/
https://www.ncbi.nlm.nih.gov/pubmed/35916692
http://dx.doi.org/10.2196/36936
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