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Smartphone Applications Utilizing Biofeedback Can Aid Stress Reduction

Overview of attention for article published in Frontiers in Psychology, June 2016
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About this Attention Score

  • In the top 5% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (97th percentile)
  • High Attention Score compared to outputs of the same age and source (94th percentile)

Mentioned by

news
10 news outlets
blogs
1 blog
twitter
11 X users
facebook
3 Facebook pages

Citations

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83 Dimensions

Readers on

mendeley
212 Mendeley
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Title
Smartphone Applications Utilizing Biofeedback Can Aid Stress Reduction
Published in
Frontiers in Psychology, June 2016
DOI 10.3389/fpsyg.2016.00832
Pubmed ID
Authors

Alison Dillon, Mark Kelly, Ian H. Robertson, Deirdre A. Robertson

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. Methods: We compared a control game to gaming-style smartphone applications combined with a skin conductance biofeedback device (the Pip). Fifty participants aged between 18 and 35 completed the Trier Social Stress Test. They were then randomly assigned to the intervention (biofeedback game) or control group (a non-biofeedback game) for thirty minutes. Perceived stress, heart rate and mood were measured before and after participants had played the games. Results: A mixed factorial ANOVA showed a significant interaction between time and game type in predicting perceived stress [F(1,48) = 14.19, p < 0.001]. Participants in the biofeedback intervention had significantly reduced stress compared to the control group. There was also a significant interaction between time and game in predicting heart rate [F(1,48) = 6.41, p < 0.05]. Participants in the biofeedback intervention showed significant reductions in heart rate compared to the control group. Discussion: This illustrates the potential for gaming-style smartphone applications combined with biofeedback as stress reduction interventions.

X Demographics

X Demographics

The data shown below were collected from the profiles of 11 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 212 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
France 1 <1%
Italy 1 <1%
United Kingdom 1 <1%
Japan 1 <1%
Poland 1 <1%
Unknown 207 98%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 42 20%
Student > Master 37 17%
Student > Bachelor 28 13%
Researcher 15 7%
Student > Doctoral Student 14 7%
Other 32 15%
Unknown 44 21%
Readers by discipline Count As %
Psychology 49 23%
Computer Science 32 15%
Medicine and Dentistry 17 8%
Social Sciences 12 6%
Engineering 11 5%
Other 41 19%
Unknown 50 24%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 90. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 23 September 2019.
All research outputs
#413,729
of 23,342,092 outputs
Outputs from Frontiers in Psychology
#844
of 31,066 outputs
Outputs of similar age
#9,134
of 354,331 outputs
Outputs of similar age from Frontiers in Psychology
#23
of 407 outputs
Altmetric has tracked 23,342,092 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 98th percentile: it's in the top 5% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 31,066 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 12.6. This one has done particularly well, scoring higher than 97% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 354,331 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 97% of its contemporaries.
We're also able to compare this research output to 407 others from the same source and published within six weeks on either side of this one. This one has done particularly well, scoring higher than 94% of its contemporaries.