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通过用户与虚拟形象的联系运用机器学习研究游戏障碍:迈向概念和方法清晰性的一步。

Machine Learning(s) in gaming disorder through the user-avatar bond: A step towards conceptual and methodological clarity.

作者信息

Stavropoulos Vasileios, Prokofieva Maria, Zarate Daniel, Colder Carras Michelle, Ratan Rabindra, Kowert Rachel, Schivinski Bruno, Burleigh Tyrone L, Poulus Dylan, Karimi Leila, Gorman-Alesi Angela, Brown Taylor, Gomez Rapson, Hein Kaiden, Arachchilage Nalin, Griffiths Mark D

机构信息

1Department of Psychology, Applied Health, School of Health and Biomedical Sciences, RMIT University, Australia.

2Victoria University, Australia.

出版信息

J Behav Addict. 2024 Nov 22;13(4):894-900. doi: 10.1556/2006.2024.00063. Print 2024 Dec 30.

DOI:10.1556/2006.2024.00063
PMID:39576295
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11737409/
Abstract

In response to our study, the commentary by Infanti et al. (2024) raised critical points regarding (i) the conceptualization and utility of the user-avatar bond in addressing gaming disorder (GD) risk, and (ii) the optimization of supervised machine learning techniques applied to assess GD risk. To advance the scientific dialogue and progress in these areas, the present paper aims to: (i) enhance the clarity and understanding of the concepts of the avatar, the user-avatar bond, and the digital phenotype concerning gaming disorder (GD) within the broader field of behavioral addictions, and (ii) comparatively assess how the user-avatar bond (UAB) may predict GD risk, by both removing data augmentation before the data split and by implementing alternative data imbalance treatment approaches in programming.

摘要

针对我们的研究,因凡蒂等人(2024年)的评论提出了关于以下方面的关键问题:(i)用户-虚拟形象纽带在解决游戏障碍(GD)风险方面的概念化及效用;(ii)应用于评估GD风险的监督机器学习技术的优化。为推动这些领域的科学对话与进展,本文旨在:(i)在更广泛的行为成瘾领域内,提高对虚拟形象、用户-虚拟形象纽带以及与游戏障碍(GD)相关的数字表型概念的清晰度和理解;(ii)通过在数据拆分前去除数据增强以及在编程中实施替代数据不平衡处理方法,比较评估用户-虚拟形象纽带(UAB)如何预测GD风险。

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引用本文的文献

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Corrigendum to: Deep learning(s) in gaming disorder through the user-avatar bond: A longitudinal study using machine learning.《通过用户与虚拟形象的联系研究游戏障碍中的深度学习:一项使用机器学习的纵向研究》勘误
J Behav Addict. 2024 Nov 22;13(4):901-903. doi: 10.1556/2006.2024.30000.

本文引用的文献

1
User-avatar bond as diagnostic indicator for gaming disorder: A word on the side of caution.用户与虚拟形象的情感联系作为游戏障碍的诊断指标:一句警示之言。
J Behav Addict. 2024 Nov 22;13(4):885-893. doi: 10.1556/2006.2024.00032. Print 2024 Dec 30.
2
Deep learning(s) in gaming disorder through the user-avatar bond: A longitudinal study using machine learning.通过用户与虚拟化身的关系对游戏障碍进行深度学习:使用机器学习的纵向研究。
J Behav Addict. 2023 Nov 9;12(4):878-894. doi: 10.1556/2006.2023.00062. Print 2023 Dec 22.
3
The serial mediation effects of body image-coping strategies and avatar-identification in the relationship between self-concept clarity and gaming disorder: A pilot study.身体意象应对策略和虚拟形象认同在自我概念清晰度与游戏障碍关系中的系列中介作用:一项初步研究
Addict Behav Rep. 2023 Jan 18;17:100482. doi: 10.1016/j.abrep.2023.100482. eCollection 2023 Jun.
4
Exploring the digital footprint of depression: a PRISMA systematic literature review of the empirical evidence.探索抑郁症的数字足迹:一项关于实证证据的 PRISMA 系统文献综述。
BMC Psychiatry. 2022 Jun 22;22(1):421. doi: 10.1186/s12888-022-04013-y.
5
Some Assembly Required: Player Mental Models of Videogame Avatars.需自行组装:玩家对电子游戏角色的心理模型
Front Psychol. 2021 Jul 15;12:701965. doi: 10.3389/fpsyg.2021.701965. eCollection 2021.
6
The Potential of Digital Phenotyping and Mobile Sensing for Psycho-Diagnostics of Internet Use Disorders.数字表型分析和移动传感技术在互联网使用障碍心理诊断中的潜力
Curr Addict Rep. 2021;8(3):422-430. doi: 10.1007/s40429-021-00376-6. Epub 2021 Jul 8.
7
User-avatar bond profiles: How do they associate with disordered gaming?用户-虚拟形象关系概况:它们如何与无序游戏相关联?
Addict Behav. 2020 Apr;103:106245. doi: 10.1016/j.addbeh.2019.106245. Epub 2019 Dec 10.
8
Recent advances in the prevention of mental disorders.精神障碍预防的最新进展。
Soc Psychiatry Psychiatr Epidemiol. 2018 Apr;53(4):325-339. doi: 10.1007/s00127-018-1501-6. Epub 2018 Mar 15.