2016
DOI: 10.1089/g4h.2015.0033
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Feasibility and Efficacy of an mHealth Game for Managing Anxiety: “Flowy” Randomized Controlled Pilot Trial and Design Evaluation

Abstract: Our results suggest that a digital delivery of breathing retraining exercises through a mobile health game can manage anxiety, panic, and hyperventilation symptoms associated with CMHDs.

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Cited by 88 publications
(86 citation statements)
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References 77 publications
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“…The need to be able to access the programme from a mobile device is explicitly mentioned in several of the examined articles (Kok, 2014, Lauritsen et al 2017Miloff et al 2015;Pham et al 2016;Wilansky et al 2016;Zhao et al 2017). As a consequence of the selected framework, this review did not distinguish between mobile and nonmobile technologies and included both types.…”
Section: Limitationsmentioning
confidence: 99%
See 1 more Smart Citation
“…The need to be able to access the programme from a mobile device is explicitly mentioned in several of the examined articles (Kok, 2014, Lauritsen et al 2017Miloff et al 2015;Pham et al 2016;Wilansky et al 2016;Zhao et al 2017). As a consequence of the selected framework, this review did not distinguish between mobile and nonmobile technologies and included both types.…”
Section: Limitationsmentioning
confidence: 99%
“…Mobile technology is integrated into the daily life of users differently to that of the computer; for example, it often has touchscreen, smaller screens, and is used frequently throughout the 24-hour period. The need to be able to access the programme from a mobile device is explicitly mentioned in several of the examined articles (Kok, 2014, Lauritsen et al 2017Miloff et al 2015;Pham et al 2016;Wilansky et al 2016;Zhao et al 2017).…”
Section: Limitationsmentioning
confidence: 99%
“…However, concerning empirical studies, all conducted evaluation at the end of the intervention. Although several aspects of evaluation have been found in conceptual articles [32][33][34][35][36][37][38][39]41], the empirical studies only evaluated clinical and human/social aspects [45,51,61,65].…”
Section: Discussionmentioning
confidence: 99%
“…Accessibility may actively encourage use through explicit reminders such as app-based push notifications or by more frequent encounters. Therefore, researchers 56,58 may favor web-based games or smartphone applications, especially with the rise of smartphone users. 76 For example, ''Virtual Hope Box,'' a smartphone app with individualized coping tools, including casual games, was used more frequently than a conventional hope box method by patients at risk of suicide and self-harm.…”
Section: Guidelines For Therapeutic Game Developmentmentioning
confidence: 99%