英文摘要 |
The biofeedback instrument has the instant sensitivity to clients’ physical changes caused by psychological or emotional differences. Nowadays, some of the biofeedback instruments had been designed to be combined with game software so as to become more user-friendly. The purpose of this study was to assist clients in their emotion regulation through the use of biofeedback video games, and to understand the clients’ experiences. Three volunteers participated in the research and they were interviewed after they had completed the assignments of the biofeedback video games. All interviews were recorded and transcribed for content analysis. The findings of this study were as followed. First, the immediate outcome the clients experienced after using the biofeedback video games could be analyzed into two themes together with sub-themes. One theme was that visional information could be used to improve relaxation (with two sub-themes that frequent visional information could be helpful in breath regulation and that comfortable scenes could be employed to improve relaxation). The other theme was that biofeedback could be used to increase self-confidence (with two sub-themes that instant feedback could be helpful in the self-efficiency and that clients were surprised by their abilities to relax themselves). The final theme was that relaxation could be interfered with too much attention on the feedback information (with two sub-themes that visional information could induce the pressure to complete the assignments and that the focus on body could be interfered with the biofeedback information). Secondly, the clients’ experience during the process could be analyzed into three themes together with sub-themes. One theme was that the original emotional state was changed (to become relaxed or to feel balanced). The other theme was that previous experiences could be connected to the present experiences and then some awareness could be gained (including the discovery of the changes of their emotions, being more sensitive to their feelings, and the awareness of their habitual behaviors). Thirdly, two factors that could be helpful to increase the clients’ efficiency of using the biofeedback video games were found. To conclude, some suggestions were made based on the findings. |