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)

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摘要
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.
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关键词
anxiety,app,biofeedback,connected mental health,development,digital game,gamification,gaming,mHealth,mental health,mobile health,serious game,stress,stress relief,usability,user experience,user feedback,user need,user-centered design,user-centred design,young adult,youth
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