Digital Phenotyping of High-Risk Gaming Behavior Using Wearable Devices.

IF 2.9 Q3 PSYCHIATRY
Alpha psychiatry Pub Date : 2026-06-30 eCollection Date: 2026-06-01 DOI:10.31083/AP48256
Yijie Song, Yawen Shi, Yiqun Tu, Haidi Shan, Chuanning Huang, Yue Wang, Shuo Li, Zhekai Li, Hang Su, Na Zhong, Tianzhen Chen, Min Zhao, Jiang Du
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Abstract

Background: Gaming addiction is a serious mental health issue. Early identification of high-risk gaming behaviors (HRGB) is crucial for prevention, yet research using wearable data for detection remains limited. This study analyzed the temporal dynamics of gaming behavior and health indicators using 28-day summary statistics derived from longitudinal data in young adults with HRGB, thereby providing a basis for gaming disorder prevention and intervention.

Methods: This 28-day longitudinal study employed a self-designed system implemented on the Huawei Research Platform for participant recruitment and data collection. Participants completed daily mobile app questionnaires between 18:00 and 23:00 assessing gaming time, mood, and sleep, while a smart band continuously collected physiological and activity data. Emotional states were assessed weekly using the Patient Health Questionnaire-9 (PHQ-9) and the Generalized Anxiety Disorder-7. Machine learning models were applied to compare the predictive performance of active (self-report), passive (wearable), and combined data in identifying HRGB, and to determine key predictive factors relevant for intervention.

Results: The final sample comprised 37 participants in the HRGB group and 23 in the non-HRGB group. Significant between-group differences were observed across multiple indicators. Combined data yielded the highest area under the receiver operating characteristic curve (AUROC) in five of six models (logistic regression: 0.86 vs 0.81). Wearable-derived data enhanced early classification of HRGB, with depression severity (PHQ-9), heart rate, and sleep metrics emerging as potential markers. A one-standard-deviation increase in PHQ-9 scores was associated with a 3.51-point increase in Gaming Disorder Screening Scale (GDSS) scores (89% credible interval [CrI], 1.85-5.20), while a higher heart rate index was associated with a 1.36-point increase in GDSS scores (89% CrI, 0.13-2.60). The population attributable fraction was 15.51% for PHQ-9.

Conclusions: Wearable data enhances early HRGB classification. PHQ-9, heart rate, and sleep metrics are key predictors, showing clinical utility.

使用可穿戴设备进行高风险游戏行为的数字表型分析。
背景:游戏成瘾是一种严重的心理健康问题。早期识别高风险游戏行为(HRGB)对于预防至关重要,但使用可穿戴数据进行检测的研究仍然有限。本研究通过对青少年HRGB纵向数据进行28天汇总统计,分析游戏行为和健康指标的时间动态,从而为游戏障碍的预防和干预提供依据。方法:本研究采用自行设计的系统,在华为研究平台上进行参与者招募和数据收集,为期28天。参与者每天在18:00至23:00之间完成手机应用调查问卷,评估游戏时间、情绪和睡眠,而智能手环则持续收集生理和活动数据。每周使用患者健康问卷-9 (PHQ-9)和广泛性焦虑障碍-7评估情绪状态。应用机器学习模型来比较主动(自我报告)、被动(可穿戴)和组合数据在识别HRGB方面的预测性能,并确定与干预相关的关键预测因素。结果:最终样本包括37名HRGB组参与者和23名非HRGB组参与者。多个指标组间差异显著。综合数据在6个模型中的5个模型中产生了受试者工作特征曲线(AUROC)下的最高面积(逻辑回归:0.86 vs 0.81)。可穿戴数据增强了HRGB的早期分类,抑郁严重程度(PHQ-9)、心率和睡眠指标成为潜在的标记。PHQ-9得分每增加一个标准差,游戏障碍筛查量表(GDSS)得分就会增加3.51分(89%可信区间[CrI], 1.85-5.20),而心率指数越高,GDSS得分就会增加1.36分(89%可信区间[CrI], 0.13-2.60)。PHQ-9的总体归因率为15.51%。结论:可穿戴数据增强了早期HRGB分类。PHQ-9、心率和睡眠指标是关键的预测指标,显示出临床实用性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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