Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play 2017
DOI: 10.1145/3130859.3131299
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Exploring the Role of Self-efficacy in Biofeedback Video Games

Abstract: Biofeedback training and game-based biofeedback are increasingly used to improve mental health. When evaluating the effects of biofeedback however, the focus often lies solely on therapeutic outcomes. Meanwhile, it is known that psychological factors such as perceptions of competence, also known as selfefficacy, can significantly influence one's experience and psychological wellbeing. The current paper examined the role of self-efficacy in the context of biofeedback video games. A pilot study was conducted wit… Show more

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Cited by 26 publications
(31 citation statements)
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“…Breeze uses the results from the breathing phases detection to facilitate a gamified, biofeedback-guided visualization for slow-paced breathing training. In line with prior work [12,18,59,81], gamification elements are used to increase the experiential value (e.g., enjoyment) of this training [50]. It is assumed that this experiential value increases the reach of slow-paced breathing training in population groups with lower prevalence rates of usage, such as males, less-educated, or physically inactive individuals [11].…”
Section: Design Of the Gamified Biofeedback-guided Visualizationmentioning
confidence: 99%
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“…Breeze uses the results from the breathing phases detection to facilitate a gamified, biofeedback-guided visualization for slow-paced breathing training. In line with prior work [12,18,59,81], gamification elements are used to increase the experiential value (e.g., enjoyment) of this training [50]. It is assumed that this experiential value increases the reach of slow-paced breathing training in population groups with lower prevalence rates of usage, such as males, less-educated, or physically inactive individuals [11].…”
Section: Design Of the Gamified Biofeedback-guided Visualizationmentioning
confidence: 99%
“…Breeze therefore offers the benefits of biofeedback without requiring additional equipment due to recent advancements in smartphone-based acoustic signal processing [6,12,44,54]. Moreover, gamified biofeedback in Breeze (e.g., a successful slow-paced breathing increases the speed of a sailboat) targets experiential outcomes (e.g., enjoyment) in addition to instrumental outcomes of strengthening cardiac functioning or psychological well-being [12,18,50,59,81]. This experiential value of Breeze can be used to reach those who are less motivated to perform slow-paced breathing training [11].…”
Section: Introductionmentioning
confidence: 99%
“…Table 2 shows the results for the risk of bias assessment. All the studies included in this review reported the sampling method [41][42][43][44][45][46][47][48][49][50][51], although the performance and the detection biases during blinding phase were unclear for all but one [41]. Concerning the outcomes, only two studies [45,47] presented high risk of bias for missing data handled appropriately or for missing a match between methods and results.…”
Section: Risk Of Biasmentioning
confidence: 99%
“…Among other risks, we reported a high risk of bias for a small sample size with a range from eight to fifteen participants in three studies [44,47,51]. We considered important to report also a high risk of bias for lacking a control group for an experimental comparison [44,45,[47][48][49][50][51]. Lastly, only one study addressed to patients have reported a high risk for no homogeneous clinical sample due to differences in clinical diseases and their specific characteristics [44] that might affect the interpretation of the outcomes.…”
Section: Risk Of Biasmentioning
confidence: 99%
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