Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play 2020
DOI: 10.1145/3383668.3419876
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Calm a Mobile based Deep Breathing Game with Biofeedback

Abstract: Stress regulation through relaxation techniques have been long practiced through various kinds of breathing exercises. It is often observed that sedentary jobs with high cognitive load are not just stressful but also leave individuals with very little time to practice relaxation. For busy individuals even short sessions of conscious deep breathing have been found to be very effective in releasing stress. Breathing exercise-based games often enable individuals to engage in short fun sessions of relaxation. Thes… Show more

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Cited by 11 publications
(6 citation statements)
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“…One innovative strategy that’s gaining traction is the incorporation of gamification into deep breathing interventions. By gamifying deep breathing exercises, these interventions aim not only to harness the therapeutic advantages of controlled respiration but also to elevate user commitment, thereby improving the overall effectiveness of the intervention ( 15 , 16 ).…”
Section: Literature Reviewmentioning
confidence: 99%
See 1 more Smart Citation
“…One innovative strategy that’s gaining traction is the incorporation of gamification into deep breathing interventions. By gamifying deep breathing exercises, these interventions aim not only to harness the therapeutic advantages of controlled respiration but also to elevate user commitment, thereby improving the overall effectiveness of the intervention ( 15 , 16 ).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Building upon the foundation set by previous studies, such as “Calm: Blow away your Stress” and “Breeze”, our research proposes an optimal design for gamifying deep breathing interventions that target relaxation. For instance, the mobile application “Calm: Blow away your Stress” ( 15 ) invites users to dissipate twelve clouds using their breath through the microphone. The application’s animated clouds and breath-based feedback stimulate user curiosity and engagement.…”
Section: Literature Reviewmentioning
confidence: 99%
“…The problem of nonadherence and lacking engagement is present in various domains, and different works hypothesize gamification as a potential solution [ 18 , 19 ]. In addition, for breathing training, various mobile [ 20 - 22 ], desktop [ 23 ], and virtual reality [ 24 , 25 ] applications that use some gameful elements have been conceptualized and developed. However, many apps are not interactive and do not include biofeedback during training, which is surprising as research indicates increased effectiveness of breathing training when biofeedback is used [ 26 - 29 ].…”
Section: Introductionmentioning
confidence: 99%
“…By contrast, breathing-based biofeedback can be instantaneous and is the direct signal that the guidance in breathing training apps tries to change to then affect HRV. However, approaches using breathing-based biofeedback are so far limited to breathing training in controlled environments [ 21 ] and early prototypes [ 22 ]. One of the first apps to go in this direction was Breeze (Centre for Digital Health Interventions) [ 21 ].…”
Section: Introductionmentioning
confidence: 99%
“…There are limited tools, toys, and digital games that are specially designed for specific child populations (e.g., ADHD and ASD) (Javed et al, 2018;Pina et al, 2014). Other tools and playthings related to practising deep breathing for children and adults are digitised (Agrawal et al, 2020;Hu et al, 2021;Tabor et al, 2020;Tu et al, 2020). However, experts' interviews findings highlight that children at this age need to explore and play physically through their sensory inputs.…”
Section: Deep Breathing For Anger Regulation Learningmentioning
confidence: 99%