Assessing Social Anxiety Through Digital Biomarkers Embedded in a Gaming Task

Serious & Functional GamesMental Health Apps & Online Support CommunitiesPsychiatrists & PsychotherapistsEsports Players & Live StreamersEsports Athletes

Title of the Paper

Assessing Social Anxiety Through Digital Biomarkers Embedded in a Gaming Task

Paper Information

  • Field of Study: Gamified Behavior and Mental Health
  • Keywords: Social Anxiety Disorder, Gaming, Digital Biomarkers, Gamified Assessment, Social Presence, Virtual Reality, Self-representation, Avoidance Behavior

Research Background and Problem Statement

  • Identified Issues or Challenges:

    • Social Anxiety Disorder (SAD) is a common mental health condition that significantly impacts individuals' social functioning and psychological well-being.
    • Current assessment methods largely rely on subjective questionnaires and interviews, which are prone to self-report bias, limited access to resources, and privacy concerns.
    • Many individuals avoid seeking help due to feelings of shame or fear of negative evaluation by others.
  • Significance:

    • Timely diagnosis and assessment of social anxiety disorder can facilitate early treatment and alleviate long-term psychological burdens on patients.
    • The widespread adoption of digital games and their potential for deep interaction offer a novel and efficient approach for identifying social anxiety disorder.
  • Research Motivation and Related Work:

    • Previous studies in virtual reality environments have shown that individuals with high social anxiety exhibit significant distance-keeping behaviors when interacting with virtual characters.
    • Gamified assessment provides an innovative approach by predicting mental health status through recorded player behaviors, complementing traditional subjective assessments.

Proposed Solution

  • Proposed Method:

    • Develop an embedded gaming task to infer social anxiety levels through player interactions with non-player characters (NPCs).
    • Investigate the impact of two variables in game design—camera perspective (third-person vs. first-person) and character personalization (customized vs. predefined)—on the expression of social anxiety behaviors.
  • Innovative Contributions:

    • The first study to explore digital biomarkers for social anxiety within a desktop gaming environment, incorporating character customization and perspective design to evaluate their influence on behavioral patterns.
    • Validates the feasibility of translating anxiety-related behaviors, such as distance preferences in physical spaces, into virtual environments.
  • Implementation Steps and Key Techniques:

    1. Experimental Design: Participants complete several simple tasks in the game, such as walking past an NPC with varying facial expressions and stopping at a designated location.
    2. Scene Setup: Use either customized or predefined characters as self-representations; mirror reflections are employed to enhance the sense of social presence.
    3. Behavioral Feature Extraction: Record features such as task completion time, movement paths, minimum distance to NPCs, and directional biases.
    4. Data Analysis: Perform statistical modeling on motion and behavioral data collected during the experiment to determine their correlation with anxiety levels.

Research Findings

  • Specific Findings:

    • Behavioral features such as path errors (Target Error) and minimum distance to NPCs (Minimum Distance) reflect players' social anxiety levels.
    • Social anxiety traits were more pronounced under the third-person perspective combined with customized avatars.
  • Advantages Over Existing Solutions:

    • Reduces the high time and resource costs associated with traditional assessments.
    • The universal appeal of digital games makes the assessment more engaging while alleviating the stress of being evaluated.
  • Experimental and Evaluation Results:

    • Regression analysis of social anxiety scores (LSAS) and gaming behavior data revealed that several behavioral features in the game are predictive of social anxiety. Participants using customized avatars in the third-person perspective exhibited the highest consistency between their behaviors and actual anxiety levels.
    • Camera perspective and the degree of character customization significantly influenced the reliability of digital biomarkers.
  • Limitations and Future Directions:

    • The collaborative tasks were simplified; future studies could develop more realistic and complex interaction scenarios to test the generalizability of the results.
    • Explore the feasibility of assessing social anxiety using digital biomarkers in real-world gaming scenarios.
    • Compare the proposed features with other assessment scales and psychological traits to further validate their general applicability.

This study combines cutting-edge perspectives on virtual gaming and mental health assessment, laying the groundwork for the development of more efficient digital diagnostic tools. It also points the way toward future personalized and widely applicable therapeutic assessment solutions.

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https://hci.top/en/papers/chi/47757/2021

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DOI: https://doi.org/10.1145/3411764.3445238
At a Glance

Paper Snapshot

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Source
CHI
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Year
2021
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Authors
3 authors
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Subtopics
Serious & Functional Games, Mental Health Apps & Online Support Communities
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Professions
Psychiatrists & Psychotherapists, Esports Players & Live Streamers, Esports Athletes
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Full text indexed
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