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

BackgroundSlow-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 retenti...

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Main Authors: Lukic, Yanick Xavier, Shih, Chen-Hsuan (Iris), Hernandez Reguera, Alvaro, Cotti, Amanda, Fleisch, Elgar, Kowatsch, Tobias
Format: Article
Language:English
Published: JMIR Publications 2021-02-01
Series:JMIR Serious Games
Online Access:http://games.jmir.org/2021/1/e22802/
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spelling doaj-16afa3653ff641c595390e4a0a9ecfa12021-05-02T19:28:01ZengJMIR PublicationsJMIR Serious Games2291-92792021-02-0191e2280210.2196/22802Physiological Responses and User Feedback on a Gameful Breathing Training App: Within-Subject ExperimentLukic, Yanick XavierShih, Chen-Hsuan (Iris)Hernandez Reguera, AlvaroCotti, AmandaFleisch, ElgarKowatsch, Tobias BackgroundSlow-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. ObjectiveThis 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. MethodsPrevious 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. ResultsOverall, 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. ConclusionsThe 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.http://games.jmir.org/2021/1/e22802/
collection DOAJ
language English
format Article
sources DOAJ
author Lukic, Yanick Xavier
Shih, Chen-Hsuan (Iris)
Hernandez Reguera, Alvaro
Cotti, Amanda
Fleisch, Elgar
Kowatsch, Tobias
spellingShingle 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
JMIR Serious Games
author_facet Lukic, Yanick Xavier
Shih, Chen-Hsuan (Iris)
Hernandez Reguera, Alvaro
Cotti, Amanda
Fleisch, Elgar
Kowatsch, Tobias
author_sort Lukic, Yanick Xavier
title 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_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_sort physiological responses and user feedback on a gameful breathing training app: within-subject experiment
publisher JMIR Publications
series JMIR Serious Games
issn 2291-9279
publishDate 2021-02-01
description BackgroundSlow-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. ObjectiveThis 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. MethodsPrevious 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. ResultsOverall, 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. ConclusionsThe 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.
url http://games.jmir.org/2021/1/e22802/
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