Using a Biofeedback-Based Mindfulness Practice System to Enhance Mindfulness and Alleviate Anxiety in College Students: A Randomized Controlled Trial.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Games for Health Journal Pub Date : 2024-10-01 Epub Date: 2024-05-29 DOI:10.1089/g4h.2024.0041
Wang Mingxuan, Han Ting, Zhang Chenqi, Zhao Ningning, Chen Hao, Zheng Hongtao, Li Shuo, Ge Yang
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Abstract

Objective: College students experience intense anxiety, for which biofeedback mindfulness techniques show effectiveness in relief. However, typical biofeedback products often lead to user fatigue and boredom because of a single or fixed feedback and lack of focus on mindfulness enhancement. Materials and Methods: In this research, we developed Mindjourney, a VR-based respiratory feedback mindfulness system, designed to enhance mindfulness and alleviate anxiety through continuous/noncontinuous feedback and nonjudgmental reward/punishment for self-perception and attention management. A randomized controlled trial involved 72 college students, split equally into short-term (n = 34, age: 23.11 ± 1.729) and 4-week long-term (n = 38, age: 24.12 ± 1.408) groups, with equal randomization for intervention and control groups. Pre/postintervention tests were measured by using Trait Anxiety Inventory (TAI) and Five Facet Mindfulness Questionnaire (FFMQ) for long-term groups and Galvanic Skin Response and State Anxiety Inventory (SAI) for short-term groups. Results: Results showed that the long-term intervention group showed a significant increase in mindfulness (P = 0.001 for FFMQ total score). Furthermore, observe and act with awareness subscales showed significant increase after intervention (P = 0.034 for observe, P < 0.001 for act with awareness) compared with the control group. Both intervention groups demonstrated a significant decrease in anxiety levels compared with the control groups (P = 0.049 for SAI, P = 0.01 for TAI). Moreover, participants expressed high interest in this biofeedback mindfulness system and willingness for long-term usage. Conclusion: The proposed biofeedback mindfulness practice system could potentially facilitate mindfulness practice and serve as a convenient tool for anxiety relief in campus college students.

使用基于生物反馈的正念练习系统来增强正念和缓解大学生的焦虑:随机对照试验
目的:大学生有强烈的焦虑感,生物反馈正念技术对缓解这种焦虑感很有效。然而,典型的生物反馈产品由于反馈单一或固定,且缺乏对正念增强的关注,往往会导致用户疲劳和厌倦。材料与方法:在这项研究中,我们开发了基于 VR 的呼吸反馈正念系统 Mindjourney,旨在通过连续/非连续反馈和非评判性奖励/惩罚来增强正念和缓解焦虑,从而实现自我感知和注意力管理。一项随机对照试验涉及 72 名大学生,平均分为短期组(n = 34,年龄:23.11 ± 1.729)和为期 4 周的长期组(n = 38,年龄:24.12 ± 1.408),干预组和对照组的随机化程度相同。长期组采用特质焦虑量表(TAI)和五面正念问卷(FFMQ)进行干预前后测试,短期组采用伽伐尼皮肤反应(Galvanic Skin Response)和状态焦虑量表(SAI)进行干预前后测试。结果显示结果显示,长期干预组的正念显著增强(FFMQ 总分的 P = 0.001)。此外,与对照组相比,观察和觉察行动分量表在干预后有显著提高(观察的 P = 0.034,觉察行动的 P < 0.001)。与对照组相比,两个干预组的焦虑水平都有明显下降(SAI 的 P = 0.049,TAI 的 P = 0.01)。此外,参与者对这一生物反馈正念系统表示出浓厚的兴趣,并愿意长期使用。结论建议的生物反馈正念练习系统有可能促进正念练习,并成为缓解校园大学生焦虑的便捷工具。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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