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Exploring the Role of Self-efficacy in Biofeedback Video Games

Published:15 October 2017Publication History

ABSTRACT

Biofeedback training and game-based biofeedback are increasingly used to improve mental health. When evaluating the effects of biofeedback however, the focus often lies solely on therapeutic outcomes. Meanwhile, it is known that psychological factors such as perceptions of competence, also known as self-efficacy, can significantly influence one's experience and psychological wellbeing. The current paper examined the role of self-efficacy in the context of biofeedback video games. A pilot study was conducted with DEEP, a Virtual Reality video game that uses respiratory-based biofeedback to help individuals cope with stress and anxiety. Self-efficacy was found to be a significant predictor of physiological regulation, highlighting the importance of taking psychological factors such as self-efficacy into account in the development and evaluation of biofeedback games designed to improve mental wellbeing.

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                  cover image ACM Conferences
                  CHI PLAY '17 Extended Abstracts: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play
                  October 2017
                  700 pages
                  ISBN:9781450351119
                  DOI:10.1145/3130859

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                  Publication History

                  • Published: 15 October 2017

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                  CHI PLAY '17 Extended Abstracts Paper Acceptance Rate46of178submissions,26%Overall Acceptance Rate421of1,386submissions,30%

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