Key result
The gameful breathing training app Breeze effectively guided users to 6 breaths per minute and increased HRV measures (RMSSD) compared with baseline.
Why the study?
Classic slow-paced breathing training has low retention rates, and no validated mobile gameful breathing training featuring breathing-based biofeedback existed.
Does a mobile gameful breathing training app (Breeze) improve HRV-derived measures compared with baseline and standard breathing training?
Does a mobile gameful breathing training app (Breeze) improve HRV-derived measures compared with baseline and standard breathing training?
A gameful breathing training app successfully maintained efficacy in slowing breathing rates and increasing HRV, offering a potentially more engaging alternative to standard breathing apps.
Answers are grounded in this paper and cite their sources.
Gameful smartphone breathing app sustains 6 BPM efficacy and HRV gains; leaves open real-world adherence and scalability in larger trials.
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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Lukic et al. (2020) studied this question. Breeze (gameful breathing training app) vs. Baseline and standard breathing training was evaluated on Heart rate variability (HRV) measures (RMSSD) (p=<.001). The gameful breathing training app Breeze effectively guided users to 6 breaths per minute and increased HRV measures (RMSSD) compared with baseline.
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