![]() Our aim was to conduct an exploratory feasibility study of local community-based interventions by developing Quokka, a web platform promoting well-being activity on university campuses. Mental health is one of the largest health concerns globally, including for college students. The serious game also accommodates age-related changes and considers the gameplay preferences of older adults.KeywordsSerious GamesGames for healthCognitive screeningOlder adultsDementiaĭeveloping healthy habits and maintaining prolonged behavior changes are often difficult tasks. CogWorldTravel features six game tasks that involve recognition memory, attention, working memory, language, immediate memory span, processing speed, inhibition, recognition of emotions, visuoconstructional, perceptual-motor, and planning abilities. In this paper, we describe the design, development, and evaluation of CogWorldTravel, a serious game that has the potential to be used for cognitive screening as it measures at least one aspect of each cognitive domain. We decided to investigate further how a serious game can be engaging and fun while prioritizing the cognitive assessment. Previous work mostly focused on finding out whether it is feasible to use a serious game for such purpose. Serious games have been investigated as an alternative approach for cognitive assessment because of their ability to motivate. These instruments test all major cognitive domains of an individual. Our findings provide further insights about how game-based digital behavioral markers can be used for the assessment of social anxiety.Ĭognitive Screening Instruments are helpful in the early detection of cognitive changes and possible underlying dementia. We show that both, explicit and implicit digital behavioral markers can be harnessed for the assessment. In this paper, we investigate whether implicit as well as explicit digital behavioral markers, proposed by prior work, for social anxiety can be used for predicting the level of social anxiety. The characteristics of the movement behavior in-game can be harnessed for the development of digital behavioral markers for the assessment of social anxiety. ![]() But recent research suggested digital behavioral markers as a way to deliver cheap and easily accessible digital assessment for social anxiety: As earlier work shows, players with social anxiety show similar behaviors in virtual worlds as in the physical world, including tending to walk farther around other avatars and standing farther away from other avatars. However, socially anxious individuals who seek help face many barriers stemming from geography, fear, or disparities in access to systems of care. The burden of social anxiety can be reduced through accessible assessment that leads to treatment. ![]() Although essential, some individuals face major challenges in forming and maintaining social relationships due to the experience of social anxiety. Social relationships are essential for humans neglecting our social needs can reduce wellbeing or even lead to the development of more severe issues such as depression or substance dependency. Nevertheless, as this is a first, exploratory study, further research is necessary. To conclude, this study suggests that commercial off-the-shelf games hold promise for the acquisition of digital biomarkers on cognitive aging and provides benchmark data for future studies. ![]() However, classifying middle-aged players remains problematic. Performance metrics suggest that our model is successful in classifying young and older participants. We found features retained for the model to support theories on fluid intelligence and cognitive functions sensitive to cognitive aging. Next, features were engineered and a machine learning model (Logistic Regression) was trained. To this end, candidates for digital biomarkers of cognitive performance were captured via FreeCell, from three distinctive age groups (18-25, 40-55, 65+) from 52 participants, playing for a total of 130 game rounds. We report on an exploratory study for assessing cognitive aging based on the acquisition and modeling of player data of commercial off-the-shelf games.
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