{"title":"在多模态生物反馈系统中使用复古游戏的效果","authors":"Kulbhushan Chand, A. Khosla","doi":"10.4018/ijgcms.295874","DOIUrl":null,"url":null,"abstract":"Video games are used to increase the engagement of biofeedback systems. For cost-effectiveness, the original Nintendo Entertainment System (NES) games can be used. Therefore, a multimodal biofeedback system was developed to leverage the NES games for biofeedback. This study aims to test the efficacy of the developed system, the motivation of participants, and the usability of the system. A within-group design study was conducted with 16 participants followed through four interventions: deep breathing, stress-test, non-biofeedback game (control), and biofeedback game (experiment), where their HRV was recorded. Participants showed significantly different HRV during interventions (F(1.60, 23.93) = 11.94, p < 0.001) and reported higher HRV when using biofeedback game than the non-biofeedback game (t(15) = 9.14, p < 0.0001). The motivation was reported to be the same with biofeedback and non-biofeedback version of the game and the overall system was reported as usable. The results of this study support the efficacy of using original NES games in biofeedback for mental relaxation.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"65 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Efficacy of Using Retro Games in Multimodal Biofeedback Systems for Mental Relaxation\",\"authors\":\"Kulbhushan Chand, A. Khosla\",\"doi\":\"10.4018/ijgcms.295874\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Video games are used to increase the engagement of biofeedback systems. For cost-effectiveness, the original Nintendo Entertainment System (NES) games can be used. Therefore, a multimodal biofeedback system was developed to leverage the NES games for biofeedback. This study aims to test the efficacy of the developed system, the motivation of participants, and the usability of the system. A within-group design study was conducted with 16 participants followed through four interventions: deep breathing, stress-test, non-biofeedback game (control), and biofeedback game (experiment), where their HRV was recorded. Participants showed significantly different HRV during interventions (F(1.60, 23.93) = 11.94, p < 0.001) and reported higher HRV when using biofeedback game than the non-biofeedback game (t(15) = 9.14, p < 0.0001). The motivation was reported to be the same with biofeedback and non-biofeedback version of the game and the overall system was reported as usable. The results of this study support the efficacy of using original NES games in biofeedback for mental relaxation.\",\"PeriodicalId\":324395,\"journal\":{\"name\":\"Int. J. Gaming Comput. Mediat. Simulations\",\"volume\":\"65 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Int. J. Gaming Comput. Mediat. Simulations\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4018/ijgcms.295874\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Int. J. Gaming Comput. Mediat. Simulations","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4018/ijgcms.295874","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
摘要
电子游戏被用来增加生物反馈系统的粘性。考虑到成本效益,可以使用任天堂娱乐系统(NES)的原版游戏。因此,我们开发了一个多模态生物反馈系统来利用NES游戏进行生物反馈。本研究旨在检验已开发系统的效能、参与者的动机及系统的可用性。一项组内设计研究对16名参与者进行了四项干预:深呼吸、压力测试、非生物反馈游戏(对照组)和生物反馈游戏(实验),并记录了他们的HRV。参与者在干预期间的HRV表现出显著差异(F(1.60, 23.93) = 11.94, p < 0.001),使用生物反馈游戏时的HRV高于非生物反馈游戏(t(15) = 9.14, p < 0.0001)。据报道,生物反馈和非生物反馈版本的动机是相同的,整个系统都是可用的。本研究的结果支持使用原始NES游戏在生物反馈中对精神放松的有效性。
Efficacy of Using Retro Games in Multimodal Biofeedback Systems for Mental Relaxation
Video games are used to increase the engagement of biofeedback systems. For cost-effectiveness, the original Nintendo Entertainment System (NES) games can be used. Therefore, a multimodal biofeedback system was developed to leverage the NES games for biofeedback. This study aims to test the efficacy of the developed system, the motivation of participants, and the usability of the system. A within-group design study was conducted with 16 participants followed through four interventions: deep breathing, stress-test, non-biofeedback game (control), and biofeedback game (experiment), where their HRV was recorded. Participants showed significantly different HRV during interventions (F(1.60, 23.93) = 11.94, p < 0.001) and reported higher HRV when using biofeedback game than the non-biofeedback game (t(15) = 9.14, p < 0.0001). The motivation was reported to be the same with biofeedback and non-biofeedback version of the game and the overall system was reported as usable. The results of this study support the efficacy of using original NES games in biofeedback for mental relaxation.