Leveraging Idle Games to Incentivize Intermittent and Frequent Practice of Deep Breathing

Honorable Mention
Serious & Functional GamesGamification DesignMental Health Apps & Online Support CommunitiesAthletes & Fitness EnthusiastsEsports AthletesHCI Researchers

Title of the Paper

Leveraging Idle Games to Incentivize Intermittent and Frequent Practice of Deep Breathing

Paper Information

  • Domain: Human-Computer Interaction (HCI) and Health Design; Using Game Design to Motivate Healthy Behaviors
  • Keywords: Idle Games, Deep Breathing, Therapeutic Games, Gamification, Behavior Triggers, User Engagement

Research Background and Problem

  • Problem or Challenge:
    • Intermittent and sparse deep breathing practice remains difficult to sustain, primarily due to low motivation, time constraints, discomfort during execution, and forgetfulness.
    • Existing persuasive technologies improve engagement over long-term interventions but lack effective mechanisms for short and frequent practices.
  • Significance:
    • Deep breathing has significant benefits for mental (anxiety relief), physical (cardiovascular health), and cognitive health (enhanced focus), yet its distributed practice model poses challenges for integration into daily life.
  • Research Motivation and Related Work:
    • Building on the motivational mechanisms of idle games (which require minimal user interaction and reward long-term engagement), this study explores how they can promote intermittent deep breathing practices.
    • The Fogg Behavior Model (FBM) provides a theoretical framework for behavior triggers and persuasive design, focusing on "motivation," "ability," and "triggers."

Solution

  • Method/Solution:

    • Developed an idle game called “BreathPurr-suade,” which uses gamified reward mechanisms to encourage users to engage in short, frequent deep breathing practices.
    • The system design integrates a core gameplay loop (action—anticipation—reward) and push/pull mechanisms to enforce breaks and attract users back.
  • Innovations:

    • Introduced a gamified "push-pull mechanism," where resource limitations push users to take breaks, and reward feedback pulls them back for re-engagement, aligning with the optimal pattern for intermittent deep breathing.
    • Leveraged the behavioral patterns of idle games (e.g., the reward loops in Cookie Clicker) to transform users' willingness to practice.
  • Implementation Steps and Key Techniques:

    • Game Design:
      • Developed a game with a “cat café” theme, where players earn “PawPoints” by practicing deep breathing to rescue more cats.
      • Push mechanism: Deep breathing consumes “cat food,” which is limited, forcing players to pause and wait for replenishment.
      • Pull mechanism: After prolonged inactivity, cats stop generating points, prompting notifications to re-engage users.
    • Experimental Design:
      • Validation phase: Conducted physiological experiments to test whether deep breathing combined with animations affects heart rate variability (SDNN) and other metrics.
      • 4-week user testing: Compared the game with traditional deep breathing guides in terms of motivation, participation frequency, and interval effects.

Research Outcomes

  • Specific Outcomes:

    • Physiological Benefits Validation: The animations in the game did not negatively impact key indicators like heart rate variability and achieved effects comparable to traditional methods.
    • User Behavior:
      • The game increased daily participation rates for deep breathing (90.5% vs. 70.7%) and frequency (3.6 times/day vs. 2.1 times/day).
      • Reduced the interval between deep breathing practices (average return time decreased by approximately 10 hours).
      • Did not significantly change the duration of individual sessions (around 1.8 minutes/session).
    • User Experience:
      • The game significantly enhanced immersion, challenge, and progress feedback while reducing psychological burden and stress.
      • Motivation improvements were reflected in reduced feelings of compulsion (increased autonomy), though it did not significantly elevate subjective recognition of the importance and value of deep breathing.
  • Comparison with Existing Solutions:

    • Compared to standalone visualizations and audio guidance, idle games effectively incentivized short, high-frequency practices.
    • Game elements reduced perceived stress and optimized the effectiveness of timed triggers.
  • Limitations of Experiments or Evaluations:

    • The short experimental period could not fully validate long-term lifestyle benefits.
    • Breathing patterns were self-reported and not verified using external sensors.
  • Future Directions:

    • Explore the applicability of idle games to behaviors requiring complex skills.
    • Integrate more dynamic time/environment-aware triggers to optimize timing.
    • Test the sustainability of game reward mechanisms and strategies for maintaining user interest in long-term deployments.

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https://hci.top/en/papers/chi/147724/2024

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DOI: https://doi.org/10.1145/3613904.3642430
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Source
CHI
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Year
2024
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Honorable Mention
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Authors
5 authors
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Subtopics
Serious & Functional Games, Gamification Design, Mental Health Apps & Online Support Communities
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Professions
Athletes & Fitness Enthusiasts, Esports Athletes, HCI Researchers
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