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用于评估社交焦虑的基于游戏的显性和隐性数字行为标记的开发

The Development of Explicit and Implicit Game-Based Digital Behavioral Markers for the Assessment of Social Anxiety.

作者信息

Dechant Martin Johannes, Frommel Julian, Mandryk Regan Lee

机构信息

Human-Computer-Interaction Laboratory, Department of Computer Science, University of Saskatchewan, Saskatoon, SK, Canada.

出版信息

Front Psychol. 2021 Dec 15;12:760850. doi: 10.3389/fpsyg.2021.760850. eCollection 2021.

Abstract

Social relationships are essential for humans; neglecting our social needs can reduce wellbeing or even lead to the development of more severe issues such as depression or substance dependency. Although essential, some individuals face major challenges in forming and maintaining social relationships due to the experience of social anxiety. The burden of social anxiety can be reduced through accessible assessment that leads to treatment. However, socially anxious individuals who seek help face many barriers stemming from geography, fear, or disparities in access to systems of care. But recent research suggested digital behavioral markers as a way to deliver cheap and easily accessible digital assessment for social anxiety: As earlier work shows, players with social anxiety show similar behaviors in virtual worlds as in the physical world, including tending to walk farther around other avatars and standing farther away from other avatars. The characteristics of the movement behavior in-game can be harnessed for the development of digital behavioral markers for the assessment of social anxiety. In this paper, we investigate whether implicit as well as explicit digital behavioral markers, proposed by prior work, for social anxiety can be used for predicting the level of social anxiety. We show that both, explicit and implicit digital behavioral markers can be harnessed for the assessment. Our findings provide further insights about how game-based digital behavioral markers can be used for the assessment of social anxiety.

摘要

社会关系对人类至关重要;忽视我们的社交需求会降低幸福感,甚至可能导致更严重的问题,如抑郁或药物依赖。虽然社会关系至关重要,但一些人由于社交焦虑的经历,在建立和维持社会关系方面面临重大挑战。通过可及的评估进而进行治疗,可以减轻社交焦虑的负担。然而,寻求帮助的社交焦虑个体面临许多障碍,这些障碍源于地理位置、恐惧或获得护理系统的差异。但最近的研究表明,数字行为标记是一种为社交焦虑提供廉价且易于获取的数字评估的方法:正如早期研究所示,患有社交焦虑的玩家在虚拟世界中的行为与在现实世界中相似,包括倾向于在其他虚拟形象周围走得更远以及站得离其他虚拟形象更远。游戏中运动行为的特征可用于开发评估社交焦虑的数字行为标记。在本文中,我们研究先前工作提出的用于社交焦虑的显性和隐性数字行为标记是否可用于预测社交焦虑水平。我们表明,显性和隐性数字行为标记均可用于评估。我们的研究结果为基于游戏的数字行为标记如何用于社交焦虑评估提供了进一步的见解。

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