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利用生物反馈的智能手机应用程序有助于减轻压力。

Smartphone Applications Utilizing Biofeedback Can Aid Stress Reduction.

作者信息

Dillon Alison, Kelly Mark, Robertson Ian H, Robertson Deirdre A

机构信息

Trinity College Dublin, Dublin Ireland.

出版信息

Front Psychol. 2016 Jun 17;7:832. doi: 10.3389/fpsyg.2016.00832. eCollection 2016.

Abstract

INTRODUCTION

Stress is one of the leading global causes of disease and premature mortality. Despite this, interventions aimed at reducing stress have low adherence rates. The proliferation of mobile phone devices along with gaming-style applications allows for a unique opportunity to broaden the reach and appeal of stress-reduction interventions in modern society. We assessed the effectiveness of two smartphone applications games combined with biofeedback in reducing stress.

METHODS

We compared a control game to gaming-style smartphone applications combined with a skin conductance biofeedback device (the Pip). Fifty participants aged between 18 and 35 completed the Trier Social Stress Test. They were then randomly assigned to the intervention (biofeedback game) or control group (a non-biofeedback game) for thirty minutes. Perceived stress, heart rate and mood were measured before and after participants had played the games.

RESULTS

A mixed factorial ANOVA showed a significant interaction between time and game type in predicting perceived stress [F(1,48) = 14.19, p < 0.001]. Participants in the biofeedback intervention had significantly reduced stress compared to the control group. There was also a significant interaction between time and game in predicting heart rate [F(1,48) = 6.41, p < 0.05]. Participants in the biofeedback intervention showed significant reductions in heart rate compared to the control group.

DISCUSSION

This illustrates the potential for gaming-style smartphone applications combined with biofeedback as stress reduction interventions.

摘要

引言

压力是全球疾病和过早死亡的主要原因之一。尽管如此,旨在减轻压力的干预措施的依从率却很低。手机设备与游戏式应用程序的普及为扩大现代社会中减压干预措施的覆盖面和吸引力提供了独特的机会。我们评估了两款结合生物反馈的智能手机应用游戏在减轻压力方面的有效性。

方法

我们将一款对照游戏与结合皮肤电导生物反馈设备(Pip)的游戏式智能手机应用程序进行了比较。五十名年龄在18至35岁之间的参与者完成了特里尔社会压力测试。然后,他们被随机分配到干预组(生物反馈游戏)或对照组(非生物反馈游戏),游戏时长为三十分钟。在参与者玩游戏前后,测量他们的感知压力、心率和情绪。

结果

混合因子方差分析显示,在预测感知压力方面,时间和游戏类型之间存在显著交互作用[F(1,48) = 14.19,p < 0.001]。与对照组相比,生物反馈干预组的参与者压力显著降低。在预测心率方面,时间和游戏之间也存在显著交互作用[F(1,48) = 6.41,p < 0.05]。与对照组相比,生物反馈干预组的参与者心率显著降低。

讨论

这说明了游戏式智能手机应用程序结合生物反馈作为减压干预措施的潜力。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c1bd/4911859/a2d3750ecd26/fpsyg-07-00832-g001.jpg

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