Why the study?
It was unclear whether gamification of deep breathing exercises promotes relaxation, skill transfer, and treatment adherence in ambulatory settings.
Does a gamified breath-biofeedback intervention improve adherence, relaxation, and skill transfer compared to interactive paced-breathing in ambulatory participants?
Does a gamified breath-biofeedback intervention improve adherence, relaxation, and skill transfer compared to interactive paced-breathing in ambulatory participants?
Gamified breath-biofeedback using negative reinforcement improves adherence, skill transfer, and relaxation compared to standard paced breathing.
Answers are grounded in this paper and cite their sources.
Gamified biofeedback may improve ambulatory deep-breathing adherence and skill transfer; leaves open durability and broader clinical adoption.
This paper investigates whether gamification of deep breathing (DB) exercises promotes relaxation, skill transfer, and adherence to treatment in ambulatory settings. We designed a game-biofeedback (GBF) intervention where users perform DB exercises while playing a video game, and the game adapts according to the user's breathing rate using negative reinforcement instrumental conditioning. As a control, we developed an interactive paced-breathing treatment (PACE) where users follow a visual signal with their breathing and touch. In a user study, 30 participants were randomly assigned to GBF or PACE, and were allowed to practice at their leisure over the course of three days. Results show that the GBF group practiced their treatments significantly more often, achieved better skill transfer at post-test, and obtained a higher increase in self-reported positivity and relaxation during treatment. Our findings suggest that the use of negative reinforcement coupled with a fun casual game can be used as an alternative tool to promote relaxation and improve adherence to stress management interventions.
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Silva et al. (2024) studied this question.
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