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Accepted for/Published in: JMIR Serious Games

Date Submitted: Jan 31, 2022
Date Accepted: Jun 12, 2022

The final, peer-reviewed published version of this preprint can be found here:

A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study

Almeqbaali M, Ouhbi S, Serhani M, Amiri L, Jan RK, Zaki N, Sayed Mahmood S M Sharaf A, Al Helali A, Al Muhairi E

A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study

JMIR Serious Games 2022;10(3):e36936

DOI: 10.2196/36936

PMID: 35916692

PMCID: 9382548

A Biofeedback-Based Mobile Application with Serious Games for Young Adults with Anxiety in the UAE: Development and Usability Study

  • Mariam Almeqbaali; 
  • Sofia Ouhbi; 
  • Mohamed Serhani; 
  • Leena Amiri; 
  • Reem K Jan; 
  • Nazar Zaki; 
  • Ayman Sayed Mahmood S M Sharaf; 
  • Abdullah Al Helali; 
  • Eisa Al Muhairi

ABSTRACT

Background:

Following the outbreak of COVID-19, several studies have reported that young adults encountered a rise in anxiety symptoms, which could negatively affect their quality of life. Promising evidence suggests that mobile applications (apps) with biofeedback, serious games, breathing exercises, and positive messaging, among other features, are useful strategies for anxiety self-management and treatment.

Objective:

This study aimed to develop and evaluate the usability of a biofeedback-based app with serious games for young adults with anxiety in the UAE.

Methods:

This study consists of two phases: Phase I describes the design and the development of the app, while Phase II presents the results of a usability evaluation by experts. To elicit the app’s requirements for Phase I, we conducted (i) a survey to investigate preferences of young adults in UAE for mobile games for stress relief; (ii) an analysis of serious games for anxiety; and (iii) interviews with mental health professionals (MHPs) and young adults in UAE. In Phase II, five experts tested the usability of the developed app using a set of Nielsen’s usability heuristics.

Results:

A fully functional biofeedback-based app with serious games was co-designed with MHPs. The app included four games (i.e., biofeedback game, card game, arcade game, and memory game), two relaxation techniques (i.e., breathing exercise and yoga videos), and two additional features (i.e., positive messaging and mood tracking calendar). The results of Phase II showed that the developed app is efficient, simple, and easy to use. Overall, the app design scored an average of 4 out of 5.

Conclusions:

The elicitation techniques used in Phase I resulted in the development of an easy-to-use app for the self-management of anxiety. Further research is required to determine the app’s usability and effectiveness in the target population.


 Citation

Please cite as:

Almeqbaali M, Ouhbi S, Serhani M, Amiri L, Jan RK, Zaki N, Sayed Mahmood S M Sharaf A, Al Helali A, Al Muhairi E

A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study

JMIR Serious Games 2022;10(3):e36936

DOI: 10.2196/36936

PMID: 35916692

PMCID: 9382548

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