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Related Experiment Video

Updated: May 19, 2026

Implementation of a Real-Time Psychosis Risk Detection and Alerting System Based on Electronic Health Records using CogStack
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Implementation of a Real-Time Psychosis Risk Detection and Alerting System Based on Electronic Health Records using CogStack

Published on: May 15, 2020

Using games to identify adolescents at risk for substance misuse-a proof-of-concept study.

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

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

Frontiers in Health Services
|May 18, 2026
PubMed
Summary

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Digital games show limited success in predicting adolescent substance use risk using gameplay data. Further research is needed to develop effective game-based digital biomarkers for early intervention.

Area of Science:

  • Adolescent health
  • Digital biomarkers
  • Substance use prevention

Background:

  • Early identification of adolescents at risk for substance use is crucial for intervention.
  • Traditional screening tools face barriers like adolescent reluctance and privacy concerns.
  • Digital games offer a low-burden method to collect behavioral data as potential digital biomarkers.

Purpose of the Study:

  • To explore the utility of game log data for predicting adolescent substance use.
  • To assess the feasibility of using gameplay-derived metrics as digital biomarkers.

Main Methods:

  • Analyzed game log data from 160 adolescents (ages 11-14) playing an HIV prevention game.
  • Extracted 240 behavioral metrics related to executive function, decision-making, and inhibitory control.
Keywords:
adolescentscognitive functiondigital biomarkersgame-based assessmentin-game datasubstance misusesubstance use screening

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Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
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Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking

Published on: December 16, 2010

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Last Updated: May 19, 2026

Implementation of a Real-Time Psychosis Risk Detection and Alerting System Based on Electronic Health Records using CogStack
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Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
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Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking

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  • Trained machine learning models to predict substance use and drug-refusal self-efficacy.
  • Main Results:

    • Machine learning models demonstrated insufficient predictive accuracy for clinical use (mean AUC <0.6).
    • No model met the minimum threshold (AUC ≥0.7) for clinical utility.
    • Sensitivity and F-1 scores were also below clinically relevant levels for both substance use and self-efficacy prediction.

    Conclusions:

    • Extracting reliable behavioral markers from naturalistic digital game environments presents significant challenges.
    • Game-based digital biomarkers hold potential for scalable screening but require further refinement.
    • Study limitations highlight areas for future research into the feasibility of in-game data for substance use risk assessment.