Digital biomarkers of mental health issues offer many advantages, including timely identification for early intervention, ongoing assessment during treatment, and reducing barriers to assessment stemming from geography, age, fear, or disparities in access to systems of care. Embedding digital biomarkers into games may further increase the reach of digital assessment. In this study, we explore game-based digital biomarkers for social anxiety, based on interaction with a non-player character (NPC). We show that social anxiety affects a player's accuracy and their movement path in a gaming task involving an NPC. Further, we compared first versus third-person camera perspectives and the use of customized versus predefined avatars to explore the influence of common game interface factors on the expression of social anxiety through in-game movements. Our findings provide new insights about how game-based digital biomarkers can be effectively used for social anxiety, affording the benefits of early and ongoing digital assessment.
Assessing Social Anxiety Through Digital Biomarkers Embedded in a Gaming Task
M. Dechant,Julian Frommel,R. Mandryk
Published 2021 in International Conference on Human Factors in Computing Systems
ABSTRACT
PUBLICATION RECORD
- Publication year
2021
- Venue
International Conference on Human Factors in Computing Systems
- Publication date
2021-05-06
- Fields of study
Computer Science, Psychology
- Identifiers
- External record
- Source metadata
Semantic Scholar
CITATION MAP
EXTRACTION MAP
CLAIMS
- No claims are published for this paper.
CONCEPTS
- No concepts are published for this paper.
REFERENCES
CITED BY
Showing 1-29 of 29 citing papers · Page 1 of 1