Leveraging Idle Games to Incentivize Intermittent and Frequent Practice of Deep Breathing
Honorable MentionAuthors
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
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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.
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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.
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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.
- Game Design:
Research Outcomes
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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.
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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.
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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.
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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.
Research Questions / Practical Problems
Question signals indexed for this paper.
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Research Questions
3- Can idle games effectively motivate users to perform intermittent, high-frequency deep breathing exercises?Category: Learning Support Needs and Educational Interaction Pain PointsSimilar questionsarrow_forward
- Which design mechanisms can optimize users' deep breathing participation frequency and intervals in short sessions?Category: Learning Support Needs and Educational Interaction Pain PointsSimilar questionsarrow_forward
- How do push-pull mechanisms in idle games affect behavioral triggers and re-engagement for deep breathing?Category: Learning Support Needs and Educational Interaction Pain PointsSimilar questionsarrow_forward
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Practical Problems
1- Users lack motivation and mechanisms and often forget to perform brief deep breathing exercises.Category: Learning Support Needs and Educational Interaction Pain PointsSimilar questionsarrow_forward
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DOI: https://doi.org/10.1145/3613904.3642430
At a Glance
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Source
CHI
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Year
2024
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Award
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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Content Status
Full text indexed
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