Machine Learning Analysis of Engagement Behaviors in Older Adults With Dementia Playing Mobile Games: Exploratory Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-03-03 DOI:10.2196/54797
Melika Torabgar, Mathieu Figeys, Shaniff Esmail, Eleni Stroulia, Adriana M Ríos Rincón
{"title":"Machine Learning Analysis of Engagement Behaviors in Older Adults With Dementia Playing Mobile Games: Exploratory Study.","authors":"Melika Torabgar, Mathieu Figeys, Shaniff Esmail, Eleni Stroulia, Adriana M Ríos Rincón","doi":"10.2196/54797","DOIUrl":null,"url":null,"abstract":"<p><strong>Background: </strong>The prevalence of dementia is expected to rise with an aging population, necessitating accessible early detection methods. Serious games have emerged as potential cognitive screening tools. They provide not only an engaging platform for assessing cognitive function but also serve as valuable indicators of cognitive health through engagement levels observed during play.</p><p><strong>Objective: </strong>This study aims to examine the differences in engagement-related behaviors between older adults with and without dementia during serious gaming sessions. Further, it seeks to identify the key contributors that enhance the effectiveness of machine learning for dementia classification based on engagement-related behaviors.</p><p><strong>Methods: </strong>This was an exploratory proof-of-concept study. Over 8 weeks, 20 older adults, 6 of whom were living with dementia, were enrolled in a single-case design study. Participants played 1 of 4 \"Vibrant Minds\" serious games (Bejeweled, Whack-A-Mole, Mah-jong, and Word-Search) over 8 weeks (16 30-min sessions). Throughout the study, sessions were recorded to analyze engagement-related behaviors. This paper reports on the analysis of the engagement-related behaviors of 15 participants. The videos of these 15 participants (10 cognitively intact, 5 with dementia) were analyzed by 2 independent raters, individually annotating engagement-related behaviors at 15-second intervals using a coding system. This analysis resulted in 1774 data points categorized into 47 behavior codes, augmented by 54 additional features including personal characteristics, technical issues, and environmental factors. Each engagement-related behavior was compared between older adults living with dementia and older adults without dementia using the χ² test with a 2×2 contingency table with a significance level of .05. Codes underwent one-hot encoding and were processed using random forest classifiers to distinguish between participant groups.</p><p><strong>Results: </strong>Significant differences in 64% of engagement-related behaviors were found between groups, notably in torso movements, voice modulation, facial expressions, and concentration. Including engagement-related behaviors, environmental disturbances, technical issues, and personal characteristics resulted in the best model for classifying cases of dementia correctly, achieving an F1-score of 0.91 (95% CI 0.851-0.963) and an area under the receiver operating curve of 0.99 (95% CI 0.984-1.000).</p><p><strong>Conclusions: </strong>Key features distinguishing between older adults with and without dementia during serious gameplay included torso, voice, facial, and concentration behaviors, as well as age. The best performing machine learning model identified included features of engagement-related behavios, environmental disturbances, technical challenges, and personal attributes. Engagement-related behaviors observed during serious gaming offer crucial markers for identifying dementia. Machine learning models that incorporate these unique behavioral markers present a promising, noninvasive approach for early dementia screening in a variety of settings.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e54797"},"PeriodicalIF":3.8000,"publicationDate":"2025-03-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11892541/pdf/","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"JMIR Serious Games","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.2196/54797","RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"HEALTH CARE SCIENCES & SERVICES","Score":null,"Total":0}
引用次数: 0

Abstract

Background: The prevalence of dementia is expected to rise with an aging population, necessitating accessible early detection methods. Serious games have emerged as potential cognitive screening tools. They provide not only an engaging platform for assessing cognitive function but also serve as valuable indicators of cognitive health through engagement levels observed during play.

Objective: This study aims to examine the differences in engagement-related behaviors between older adults with and without dementia during serious gaming sessions. Further, it seeks to identify the key contributors that enhance the effectiveness of machine learning for dementia classification based on engagement-related behaviors.

Methods: This was an exploratory proof-of-concept study. Over 8 weeks, 20 older adults, 6 of whom were living with dementia, were enrolled in a single-case design study. Participants played 1 of 4 "Vibrant Minds" serious games (Bejeweled, Whack-A-Mole, Mah-jong, and Word-Search) over 8 weeks (16 30-min sessions). Throughout the study, sessions were recorded to analyze engagement-related behaviors. This paper reports on the analysis of the engagement-related behaviors of 15 participants. The videos of these 15 participants (10 cognitively intact, 5 with dementia) were analyzed by 2 independent raters, individually annotating engagement-related behaviors at 15-second intervals using a coding system. This analysis resulted in 1774 data points categorized into 47 behavior codes, augmented by 54 additional features including personal characteristics, technical issues, and environmental factors. Each engagement-related behavior was compared between older adults living with dementia and older adults without dementia using the χ² test with a 2×2 contingency table with a significance level of .05. Codes underwent one-hot encoding and were processed using random forest classifiers to distinguish between participant groups.

Results: Significant differences in 64% of engagement-related behaviors were found between groups, notably in torso movements, voice modulation, facial expressions, and concentration. Including engagement-related behaviors, environmental disturbances, technical issues, and personal characteristics resulted in the best model for classifying cases of dementia correctly, achieving an F1-score of 0.91 (95% CI 0.851-0.963) and an area under the receiver operating curve of 0.99 (95% CI 0.984-1.000).

Conclusions: Key features distinguishing between older adults with and without dementia during serious gameplay included torso, voice, facial, and concentration behaviors, as well as age. The best performing machine learning model identified included features of engagement-related behavios, environmental disturbances, technical challenges, and personal attributes. Engagement-related behaviors observed during serious gaming offer crucial markers for identifying dementia. Machine learning models that incorporate these unique behavioral markers present a promising, noninvasive approach for early dementia screening in a variety of settings.

机器学习分析老年痴呆患者玩手机游戏的参与行为:探索性研究。
背景:随着人口老龄化,痴呆症的患病率预计会上升,因此需要可获得的早期检测方法。严肃游戏已经成为潜在的认知筛选工具。它们不仅为评估认知功能提供了一个有吸引力的平台,而且还通过在游戏中观察到的投入程度,作为有价值的认知健康指标。目的:本研究旨在研究老年痴呆患者和非老年痴呆患者在认真玩游戏时参与相关行为的差异。此外,它试图确定增强机器学习基于参与相关行为的痴呆症分类有效性的关键因素。方法:这是一项探索性的概念验证研究。在8周的时间里,20名老年人(其中6人患有痴呆症)被纳入了一项单例设计研究。参与者在8周(16次30分钟)的时间里玩了4种“充满活力的头脑”严肃游戏(《宝石迷阵》、《打地鼠》、《麻将》和《查词》)中的一种。在整个研究过程中,会议被记录下来,以分析参与相关的行为。本文对15名参与者的敬业相关行为进行了分析。这15名参与者(10名认知完好,5名患有痴呆症)的视频由2名独立评分者进行分析,使用编码系统每隔15秒单独注释与参与相关的行为。这一分析产生了1774个数据点,这些数据点被分类为47个行为代码,并增加了54个附加特征,包括个人特征、技术问题和环境因素。采用2×2列联表进行χ 2检验,比较老年痴呆患者和非老年痴呆患者的各项敬业相关行为,显著性水平为0.05。编码经过单热编码,并使用随机森林分类器进行处理,以区分参与者群体。结果:64%的投入相关行为在两组之间存在显著差异,特别是在躯干运动、声音调节、面部表情和注意力集中方面。包括敬业相关行为、环境干扰、技术问题和个人特征在内的最佳模型可正确分类痴呆病例,其f1得分为0.91 (95% CI 0.851-0.963),受者工作曲线下面积为0.99 (95% CI 0.984-1.000)。结论:在严肃的游戏过程中,区分患有和没有痴呆症的老年人的关键特征包括躯干、声音、面部和注意力行为,以及年龄。所确定的表现最好的机器学习模型包括参与相关行为、环境干扰、技术挑战和个人属性的特征。在严肃游戏中观察到的与投入相关的行为为识别痴呆症提供了重要的标志。结合这些独特行为标记的机器学习模型为各种环境中的早期痴呆筛查提供了一种有前途的非侵入性方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信