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A master's thesis from Aalborg University
Book cover


HeartBee: A Player Experience Evaluation of a Mobile HRV Biofeedback Game

Author

Term

4. term

Education

Publication year

2018

Submitted on

Pages

105

Abstract

Denne afhandling undersøger, om et mobilspil kan gøre HRV-biofeedbacktræning mere engagerende. HRV-biofeedback bygger på langsomme vejrtrækningsøvelser, som kan være effektive mod stress, men ofte opleves som monotone. Forskningsspørgsmålet er, om spillet HeartBee øger engagementet i forhold til en tilsvarende, ikke-spil-baseret HRV-applikation. Engagement blev defineret som en kombination af flow, lyst til at fortsætte og tid brugt. I et counterbalanceret repeated-measures-design deltog 31 personer, som prøvede både HeartBee og en ikke-spil HRV-applikation. Flow blev målt med Short Flow State Scale (SFSS), fortsættelseslyst med den grundlæggende spil-ESQ, og tid blev registreret fra start til deltagerne selv valgte at stoppe. Resultaterne viste højere flow, større lyst til at fortsætte og længere spilletid med HeartBee end med den ikke-spil-baserede applikation. Fundene peger på, at seriøse spil kan øge brugerengagementet i sundhedsrelaterede aktiviteter som biofeedbacktræning.

This thesis examines whether a mobile game can make HRV biofeedback training more engaging. HRV biofeedback relies on slow breathing exercises that can reduce stress but are often experienced as monotonous. The research question is whether the game HeartBee increases engagement compared with a non-game HRV application. Engagement was defined as a combination of flow, desire to continue, and time spent. Using a counterbalanced repeated-measures design, 31 participants experienced both HeartBee and a non-game HRV app. Flow was measured with the Short Flow State Scale (SFSS), continuation desire with the basic game ESQ, and time was recorded from the start until participants chose to stop. Results showed higher flow, greater desire to continue, and longer usage time with HeartBee than with the non-game application. These findings indicate that serious games can enhance user engagement in health-related activities such as biofeedback training.

[This summary has been generated with the help of AI directly from the project (PDF)]