21 research outputs found

    Exploring the Touch and Motion Features in Game-Based Cognitive Assessments

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    Early detection of cognitive decline is important for timely intervention and treatment strategies to prevent further deterioration or development of more severe cognitive impairment, as well as identify at risk individuals for research. In this paper, we explore the feasibility of using data collected from built-in sensors of mobile phone and gameplay performance in mobile-game-based cognitive assessments. Twenty-two healthy participants took part in the two-session experiment where they were asked to take a series of standard cognitive assessments followed by playing three popular mobile games in which user-game interaction data were passively collected. The results from bivariate analysis reveal correlations between our proposed features and scores obtained from paper-based cognitive assessments. Our results show that touch gestural interaction and device motion patterns can be used as supplementary features on mobile game-based cognitive measurement. This study provides initial evidence that game related metrics on existing off-the-shelf games have potential to be used as proxies for conventional cognitive measures, specifically for visuospatial function, visual search capability, mental flexibility, memory and attention

    An Automated Mobile Game-based Screening Tool for Patients with Alcohol Dependence

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    Traditional methods for screening and diagnosis of alcohol dependence are typically administered by trained clinicians in medical settings and often rely on interview responses. These self-reports can be unintentionally or deliberately false, and misleading answers can, in turn, lead to inaccurate assessment and diagnosis. In this study, we examine the use of user-game interaction patterns on mobile games to develop an automated diagnostic and screening tool for alcohol-dependent patients. Our approach relies on the capture of interaction patterns during gameplay, while potential patients engage with popular mobile games on smartphones. The captured signals include gameplay performance, touch gestures, and device motion, with the intention of identifying patients with alcohol dependence. We evaluate the classification performance of various supervised learning algorithms on data collected from 40 patients and 40 age-matched healthy adults. The results show that patients with alcohol dependence can be automatically identified accurately using the ensemble of touch, device motion, and gameplay performance features on 3-minute samples (accuracy=0.95, sensitivity=0.95, and specificity=0.95). The present findings provide strong evidence suggesting the potential use of user-game interaction metrics on existing mobile games as discriminant features for developing an implicit measure to identify alcohol dependence conditions. In addition to supporting healthcare professionals in clinical decision-making, the game-based self-screening method could be used as a novel strategy to promote alcohol dependence screening, especially outside of clinical settings
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