| Literature DB >> 27378963 |
Alison Dillon1, Mark Kelly1, Ian H Robertson1, Deirdre A Robertson1.
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.Entities:
Keywords: biofeedback; electrodermal activity; skin conductance; stress; technology
Year: 2016 PMID: 27378963 PMCID: PMC4911859 DOI: 10.3389/fpsyg.2016.00832
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Mean heart rate and stress levels for participants in the biofeedback and control groups before and after they completed the games.
| Variable (Possible Range) | Biofeedback Condition Mean ( | Control Condition Mean ( |
|---|---|---|
| Perceived Stress Before | 5.08 (2.05) | 4.94 (1.86) |
| Perceived Stress After | 2.5 (1.68) | 4.04 (1.97) |
| Heart Rate Before | 78.64 (17.08) | 81.08(18.13) |
| Heart Rate After | 71.84 (13.82) | 79.64 (17.89) |
| Hedonic Tone Before | 14.84 (3.30) | 15.84 (3.16) |
| Hedonic Tone After | 14.72 (1.62) | 15.60 (2.38) |
| Tense Arousal Before | 26.32 (2.67) | 24.24 (3.80) |
| Tense Arousal After | 27.68 (3.44) | 25.36 (4.11) |
| Energetic Arousal Before | 26.92 (3.34) | 23.20 (3.15) |
| Energetic Arousal After | 27.52 (3.90) | 23.52 (4.15) |