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Deleterious Substances in Aggregate01:25

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Deleterious substances in aggregates can be detrimental to the quality and durability of concrete. These substances include organic impurities like loam, which interfere with cement hydration and are usually present in the sand. These prevent a good bond between aggregate and cement paste. Organic impurities can be detected using the colorimetric test, where the darkness of a solution after agitation indicates the level of organic content.
Another type of impurity is clay and fine material that...

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Identifying Game-Based Digital Biomarkers of Cognitive Risk for Adolescent Substance Misuse: Protocol for a

Kammarauche Aneni1,2, Ching-Hua Chen3, Jenny Meyer1,4

  • 1Child Study Center, Yale School of Medicine, New Haven, CT, United States.

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|November 23, 2023
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Summary

Video game performance metrics show promise as digital biomarkers for early identification of adolescents at risk for substance misuse, overcoming traditional screening barriers.

Keywords:
adolescentadolescent substance misusebarrierbiomarkercognitioncognitive risk factorsdigitalgamegame-based digital biomarkersgame-based measurement of cognitive functionmisusescreeningsubstanceuse

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Area of Science:

  • Digital health technologies
  • Adolescent health research
  • Neuroscience and cognitive science

Background:

  • Adolescent substance misuse screening is limited by time and privacy barriers in clinical settings.
  • Video games offer a potential solution for early identification of substance misuse risk.
  • Cognitive processes like working memory and inhibitory control are linked to substance use risk and can be affected by it.

Purpose of the Study:

  • To investigate the utility of in-game performance metrics as digital biomarkers for cognitive processes.
  • To determine if these digital biomarkers can predict substance misuse in adolescents.

Main Methods:

  • Aim 1: Used machine learning on existing data (166 adolescents, 11-14 years) to identify in-game metrics predicting substance misuse.
  • Aim 2: Will test correlation between identified metrics and cognitive processes in a new sample (30 adolescents).
  • In-game metrics were extracted based on literature review and game developer guides.

Main Results:

  • 285 in-game performance metrics have been extracted.
  • Institutional Review Board approval obtained; data collection for Aim 2 is ongoing (12 participants enrolled).
  • Study funded by National Institute on Drug Abuse; results expected in late 2024.

Conclusions:

  • In-game metrics can serve as objective digital biomarkers for assessing substance misuse risk in adolescents.
  • Utilizing games for screening can improve early identification and intervention rates.
  • Findings will inform the development of novel digital tools for adolescent substance use prevention.