为减轻失眠促进放松的横膈膜呼吸接口:试点研究。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-03-04 DOI:10.2196/67000
Yi-Jen Lai, Hsiao-Yean Chiu, Ko-Chiu Wu, Chun-Wei Chang
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引用次数: 0

摘要

背景:短期行为治疗失眠是一种有效的短期治疗方法,其重点是刺激控制和睡眠限制,以提高睡眠质量。作为该疗法的关键部分,当患者在30分钟内无法入睡时,通常建议使用膈肌呼吸法。随着健康应用和游戏化的兴起,这些工具越来越被视为提高自我效能和用户参与度的有效途径;然而,传统游戏往往会增加注意力,这可能会对睡眠产生负面影响,与睡眠疗法的目的相矛盾。因此,这项研究探索了游戏化技术在不干扰睡眠过程的情况下促进放松的潜力。目的:研究开发了从具体到抽象的4种呼吸引导机制:数字倒计时、放大/缩小、上/下、颜色渐变。目的是探索游戏机制、认知负荷、放松效果和注意力之间的关系,并了解不同设计如何影响不同失眠程度的用户。方法:研究分为两期进行。第一阶段涉及4个指导机制的问卷调查。在第二阶段,33名根据失眠严重程度分类的参与者完成了睡眠自我效能量表。然后,他们分别使用4个接口进行5分钟的横膈膜呼吸。通过智能手表测量心率变异性,通过脑电图设备测量注意力和放松水平,通过智能手机测量呼吸频率来测量放松效果。参与者还完成了游戏体验问卷和NASA任务负荷指数,随后进行了用户访谈。结果:能力、沉浸和挑战对认知负荷有显著影响。其中,能力和沉浸降低了认知负荷,而挑战、消极情绪和积极情绪与放松相关。消极情绪与连续差异均方根呈正相关,积极情绪与连续差异均方根呈负相关。认知负荷对放松和注意力均有影响,精神需求与注意力呈负相关,时间需求与呼吸频率呈正相关。睡眠自我效能与时间需求、负性情绪负相关,与能力、沉浸感正相关。结论:提供适度可变性的界面,既不过于抽象也不过于具体的指导是可取的。上下界面最有效,整体松弛效果最好。相反,数字倒计时界面是压力诱导,而放大/缩小界面对失眠相关问题有重大影响,使它们不适合失眠相关的呼吸练习。参与者对颜色渐变界面的反应表现出相当大的差异。这些发现强调了在放松训练中仔细考虑游戏设计元素的重要性。呼吸引导设计必须考虑到游戏体验的影响,从而有效地促进用户的放松。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Diaphragmatic Breathing Interfaces to Promote Relaxation for Mitigating Insomnia: Pilot Study.

Background: Brief behavioral treatment for insomnia is an effective short-term therapy focusing on stimulus control and sleep restriction to enhance sleep quality. As a crucial part of this therapy, diaphragmatic breathing is often recommended when patients fail to fall asleep within 30 minutes. With the rise of health apps and gamification, these tools are increasingly seen as effective ways to boost self-efficacy and user engagement; however, traditional games tend to increase attention, which can negatively impact sleep and contradicts the aim of sleep therapy. This study thus explored the potential for gamification techniques to promote relaxation without disrupting sleep processes.

Objective: The study developed 4 breathing guidance mechanisms, ranging from concrete to abstract: number countdown, zoom-in/out, up/down, and color gradients. The objective was to explore the relationship between game mechanics, cognitive load, relaxation effects, and attention as well as to understand how different designs impact users with varying levels of insomnia.

Methods: The study was conducted in 2 phases. The first phase involved a questionnaire on the 4 guidance mechanisms. In the second phase, 33 participants classified by insomnia severity completed a Sleep Self-Efficacy Scale. They then engaged in 5 minutes of diaphragmatic breathing using each of the 4 interfaces. Relaxation effects were measured using heart rate variability via a smartwatch, attention and relaxation levels via an electroencephalogram device, and respiratory rate via a smartphone. Participants also completed the Game Experience Questionnaire and NASA Task Load Index, followed by user interviews.

Results: The results indicated that competence, immersion, and challenge significantly influenced cognitive load. Specifically, competence and immersion reduced cognitive load, while challenge, negative affect, and positive affect were correlated with relaxation. Negative affect showed a positive correlation with the mean root mean square of successive differences, while positive affect exhibited a negative correlation with the mean root mean square of successive differences. Cognitive load was found to affect both relaxation and attention, with a negative correlation between mental demand and attention and a positive correlation between temporal demand and respiratory rate. Sleep self-efficacy was negatively correlated with temporal demand and negative affect and positively correlated with competence and immersion.

Conclusions: Interfaces offering moderate variability and neither overly abstract nor too concrete guidance are preferable. The up/down interface was most effective, showing the best overall relaxation effect. Conversely, the number countdown interface was stress-inducing, while the zoom-in/out interface had a significant impact on insomnia-related issues, making them less suitable for insomnia-related breathing exercises. Participants showed considerable variability in their response to the color gradient interface. These findings underscore the importance of carefully considering game design elements in relaxation training. It is essential that breathing guidance designs account for the impact of the game experience to effectively promote relaxation in users.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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