| Literature DB >> 36099000 |
Despoina Petsani1, Evdokimos Konstantinidis1, Aikaterini-Marina Katsouli1, Vasiliki Zilidou1, Sofia B Dias2, Leontios Hadjileontiadis3,4, Panagiotis Bamidis1.
Abstract
BACKGROUND: Ecologically valid evaluations of patient states or well-being by means of new technologies is a key issue in contemporary research in health and well-being of the aging population. The in-game metrics generated from the interaction of users with serious games (SG) can potentially be used to predict or characterize a user's state of health and well-being. There is currently an increasing body of research that investigates the use of measures of interaction with games as digital biomarkers for health and well-being.Entities:
Keywords: cognitive well-being; machine learning; physical well-being; serious games
Year: 2022 PMID: 36099000 PMCID: PMC9516369 DOI: 10.2196/34768
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 3.364
Figure 1Visualization of a participant study. G1 represents the sequence of games.
Figure 2Visual representation of mock data set representing a participant study.
Figure 3Clinical assessment test values for the 2 different groups formed after clustering. BBS: Berg Balance Scale; CB&M: Community Balance and Mobility; FFT: Fullerton Fitness Test; FFT_AC: Fullerton Fitness Test arm curl; FFT_BS: Fullerton Fitness Test back scratch; IADL: Instrumental Activities of Daily Living; PDQ-8: 8-item Parkinson’s Disease Questionnaire; POMA: Performance-Oriented Mobility Assessment; SPPB: Short Physical Performance Battery; TONI-2: Test of Nonverbal Intelligence, 2nd edition.
Confusion matrix and results from classification.
| True label | Predicted labela | |
|
| Zero | One |
| One |
True negative 8b 61.54% |
False Positive 1 7.69% |
| Zero |
False negative 1 7.69% |
True Positive 3 23.08% |
aAccuracy 0.846; recall 0.75; precision 0.75; F1-score=0.75.
bThe absolute numbers are the instances that were true negative, false positive, etc, and the percentage of instances to the total number of instances.
Figure 4Pearson correlation of in-game metrics series with assessment tests. BBS: Berg Balance Scale; CB&M: Community Balance and Mobility; FFT: Fullerton Fitness Test; IADL: Instrumental Activities of Daily Living; POMA: Performance-Oriented Mobility Assessment; SPPB: Short Physical Performance Battery.
Figure 5Community Balance and Mobility test versus picking citrus fruits game score (right), Fullerton Fitness Test (FFT) 8-foot up and go test versus picking citrus fruits game score (center), and 10 FFT arm curl test versus picking citrus fruits game score (left). The identified groups are presented with different colors. CB&M: Community Balance and Mobility; FFT: Fullerton Fitness Test.