Chitale Vibhav, Henry Julie D, Matthews Ben, Cobham Vanessa, Baghaei Nilufar
School of Electrical Engineering and Computer Science, University of Queensland, Brisbane, Australia.
School of Psychology, University of Queensland, Brisbane, Australia.
JMIR Ment Health. 2025 Jun 26;12:e70577. doi: 10.2196/70577.
Anxiety and depression are serious mental health conditions affecting millions of people worldwide; however, they are often underdiagnosed due to limited health care resources. Mobile games, with their widespread popularity and availability, offer a unique opportunity to use user-game interaction data for mental health screening.
This study aimed to explore whether swipe gesture interactions from mobile games can serve as indicators of anxiety and depression symptoms.
A total of 82 participants played 3 casual mobile games (puzzle, infinite runner, and object slicing games) for 15 minutes each and completed validated measures of anxiety (Generalized Anxiety Disorder-7; GAD-7) and depression (Patient Health Questionnaire-8; PHQ-8). Data were logged for each swipe event, and metrics were computed using statistical measures, yielding roughly 150 metrics per game. Spearman rank correlations were calculated between each metric and GAD-7 and PHQ-8 scores.
Multiple swipe gesture metrics showed significant associations with both anxiety and depression scores. For the puzzle game, mean swipe speed correlated with PHQ-8 (ρ=-0.405; P<.001) and GAD-7 (ρ=-0.400; P<.001) scores. For the infinite runner game, mean variance in swipe end pressure showed moderate to strong negative correlation with PHQ-8 (ρ=-0.405; P<.001) and GAD-7 (ρ=-0.309; P=.007) scores. In the object slicing game, minimum swipe start position along the y-axis correlated positively with PHQ-8 (ρ=0.368; P<.001) and GAD-7 (ρ=0.370; P<.001) scores.
The findings from this exploratory study provide preliminary evidence supporting the feasibility of using swipe gesture interactions in mobile games as novel, engaging, and nonintrusive indicators of anxiety and depression.
焦虑和抑郁是严重的心理健康问题,影响着全球数百万人;然而,由于医疗资源有限,它们常常未得到充分诊断。手机游戏广受欢迎且易于获取,为利用用户与游戏的交互数据进行心理健康筛查提供了独特机会。
本研究旨在探讨手机游戏中的滑动手势交互能否作为焦虑和抑郁症状的指标。
共有82名参与者,每人玩3款休闲手机游戏(拼图、无尽跑酷和物体切割游戏),每款游戏玩15分钟,并完成经过验证的焦虑(广泛性焦虑障碍量表-7;GAD-7)和抑郁(患者健康问卷-8;PHQ-8)测量。记录每次滑动事件的数据,并使用统计方法计算指标,每款游戏大约产生150个指标。计算每个指标与GAD-7和PHQ-8分数之间的斯皮尔曼等级相关性。
多个滑动手势指标与焦虑和抑郁分数均显示出显著关联。对于拼图游戏,平均滑动速度与PHQ-8(ρ=-0.405;P<.001)和GAD-7(ρ=-0.400;P<.001)分数相关。对于无尽跑酷游戏,滑动结束压力的平均方差与PHQ-8(ρ=-0.405;P<.001)和GAD-7(ρ=-0.309;P=.007)分数呈中度到强负相关。在物体切割游戏中,沿y轴的最小滑动起始位置与PHQ-8(ρ=0.368;P<.001)和GAD-7(ρ=0.370;P<.001)分数呈正相关。
这项探索性研究的结果提供了初步证据,支持将手机游戏中的滑动手势交互作为焦虑和抑郁的新颖、有趣且非侵入性指标的可行性。