Abstract
Digital biomarkers of mental health issues ofer many advantages, including timely identifcation 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 afects a player's accuracy and their movement path in a gaming task involving an NPC. Further, we compared frst versus third-person camera perspectives and the use of customized versus predefned avatars to explore the infuence of common game interface factors on the expression of social anxiety through in-game movements. Our fndings provide new insights about how game-based digital biomarkers can be efectively used for social anxiety, afording the benefts of early and ongoing digital assessment.
Original language | English |
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Title of host publication | CHI 2021 - Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems |
Subtitle of host publication | Making Waves, Combining Strengths |
Publisher | Association for Computing Machinery |
ISBN (Electronic) | 9781450380966 |
DOIs | |
Publication status | Published - 6 May 2021 |
Externally published | Yes |
Event | 10th International Conference on Materials Processing and Characterisation, ICMPC 2020 - Mathura, U.P., India Duration: 21 Feb 2020 → 23 Feb 2020 |
Publication series
Name | Conference on Human Factors in Computing Systems - Proceedings |
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Conference
Conference | 10th International Conference on Materials Processing and Characterisation, ICMPC 2020 |
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Country/Territory | India |
City | Mathura, U.P. |
Period | 21/02/20 → 23/02/20 |
Bibliographical note
Funding Information:We thank NSERC and SWaGUR for funding, members of the Interaction Lab at the University of Saskatchewan, and our participants.
Publisher Copyright:
© 2021 ACM.
Funding
We thank NSERC and SWaGUR for funding, members of the Interaction Lab at the University of Saskatchewan, and our participants.
Keywords
- Assessment
- Digital biomarker
- Gaming
- Social anxiety