Assessing social anxiety through digital biomarkers embedded in a gaming task

Martin Dechant, Julian Frommel, Regan L. Mandryk

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

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 languageEnglish
Title of host publicationCHI 2021 - Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Subtitle of host publicationMaking Waves, Combining Strengths
PublisherAssociation for Computing Machinery
ISBN (Electronic)9781450380966
DOIs
Publication statusPublished - 6 May 2021
Externally publishedYes
Event10th International Conference on Materials Processing and Characterisation, ICMPC 2020 - Mathura, U.P., India
Duration: 21 Feb 202023 Feb 2020

Publication series

NameConference on Human Factors in Computing Systems - Proceedings

Conference

Conference10th International Conference on Materials Processing and Characterisation, ICMPC 2020
Country/TerritoryIndia
CityMathura, U.P.
Period21/02/2023/02/20

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

Fingerprint

Dive into the research topics of 'Assessing social anxiety through digital biomarkers embedded in a gaming task'. Together they form a unique fingerprint.

Cite this