Towards more intelligent adaptive video game agents

Author(s):  
Simon M. Lucas ◽  
Philipp Rohlfshagen ◽  
Diego Perez
Keyword(s):  
10.2196/24356 ◽  
2021 ◽  
Vol 23 (1) ◽  
pp. e24356 ◽  
Author(s):  
Wan-Yu Hsu ◽  
William Rowles ◽  
Joaquin A Anguera ◽  
Chao Zhao ◽  
Annika Anderson ◽  
...  

Background Cognitive impairment is one of the most debilitating manifestations of multiple sclerosis. Currently, the assessment of cognition relies on a time-consuming and extensive neuropsychological examination, which is only available in some centers. Objective To enable simpler, more accessible cognitive screening, we sought to determine the feasibility and potential assessment sensitivity of an unsupervised, adaptive, video game–based digital therapeutic to assess cognition in multiple sclerosis. Methods A total of 100 people with multiple sclerosis (33 with cognitive impairment and 67 without cognitive impairment) and 24 adults without multiple sclerosis were tested with the tablet game (EVO Monitor) and standard measures, including the Brief International Cognitive Assessment for Multiple Sclerosis (which included the Symbol Digit Modalities Test [SDMT]) and Multiple Sclerosis Functional Composite 4 (which included the Timed 25-Foot Walk test). Patients with multiple sclerosis also underwent neurological evaluations and contributed recent structural magnetic resonance imaging scans. Group differences in EVO Monitor performance and the association between EVO Monitor performance and standard measures were investigated. Results Participants with multiple sclerosis and cognitive impairment showed worse performance in EVO Monitor compared with participants without multiple sclerosis (P=.01) and participants with multiple sclerosis without cognitive impairment (all P<.002). Regression analyses indicated that participants with a lower SDMT score showed lower performance in EVO Monitor (r=0.52, P<.001). Further exploratory analyses revealed associations between performance in EVO Monitor and walking speed (r=–0.45, P<.001) as well as brain volumetric data (left thalamic volume: r=0.47, P<.001; right thalamic volume: r=0.39, P=.002; left rostral middle frontal volume: r=0.28, P=.03; right rostral middle frontal volume: r=0.27, P=.03). Conclusions These findings suggest that EVO Monitor, an unsupervised, video game–based digital program integrated with adaptive mechanics, is a clinically valuable approach to measuring cognitive performance in patients with multiple sclerosis. Trial Registration ClinicalTrials.gov NCT03569618; https://clinicaltrials.gov/ct2/show/NCT03569618


Author(s):  
Alexis Fortin-Côté ◽  
Nicolas Beaudoin-Gagnon ◽  
Cindy Chamberland ◽  
Frédéric Desbiens ◽  
Ludovic Lefebvre ◽  
...  
Keyword(s):  

Author(s):  
Íñigo Sarría ◽  
Rubén González ◽  
Ángel Alberto Magreñán ◽  
Sandra Patricia Narváez ◽  
Lara Orcos
Keyword(s):  

2016 ◽  
Vol 6 (9) ◽  
pp. e893-e893 ◽  
Author(s):  
J A Anguera ◽  
A N Brandes-Aitken ◽  
C E Rolle ◽  
S N Skinner ◽  
S S Desai ◽  
...  

2018 ◽  
Vol 82 ◽  
pp. 136-147 ◽  
Author(s):  
Boyan Bontchev ◽  
Olga Georgieva
Keyword(s):  

2020 ◽  
Author(s):  
Wan-Yu Hsu ◽  
William Rowles ◽  
Joaquin Anguera ◽  
Chao Zhao ◽  
Annika Anderson ◽  
...  

BACKGROUND Cognitive impairment is one of the most debilitating manifestations of multiple sclerosis. Currently, the assessment of cognition relies on a time-consuming and extensive neuropsychological examination, which is only available in some centers. OBJECTIVE To enable simpler, more accessible cognitive screening, we sought to determine the feasibility and potential assessment sensitivity of an unsupervised, adaptive, video game–based digital therapeutic to assess cognition in multiple sclerosis. METHODS A total of 100 people with multiple sclerosis (33 with cognitive impairment and 67 without cognitive impairment) and 24 adults without multiple sclerosis were tested with the tablet game (EVO Monitor) and standard measures, including the Brief International Cognitive Assessment for Multiple Sclerosis (which included the Symbol Digit Modalities Test [SDMT]) and Multiple Sclerosis Functional Composite 4 (which included the Timed 25-Foot Walk test). Patients with multiple sclerosis also underwent neurological evaluations and contributed recent structural magnetic resonance imaging scans. Group differences in EVO Monitor performance and the association between EVO Monitor performance and standard measures were investigated. RESULTS Participants with multiple sclerosis and cognitive impairment showed worse performance in EVO Monitor compared with participants without multiple sclerosis (<i>P</i>=.01) and participants with multiple sclerosis without cognitive impairment (all <i>P</i>&lt;.002). Regression analyses indicated that participants with a lower SDMT score showed lower performance in EVO Monitor (<i>r</i>=0.52, <i>P</i>&lt;.001). Further exploratory analyses revealed associations between performance in EVO Monitor and walking speed (<i>r</i>=–0.45, <i>P</i>&lt;.001) as well as brain volumetric data (left thalamic volume: <i>r</i>=0.47, <i>P</i>&lt;.001; right thalamic volume: <i>r</i>=0.39, <i>P</i>=.002; left rostral middle frontal volume: <i>r</i>=0.28, <i>P</i>=.03; right rostral middle frontal volume: <i>r</i>=0.27, <i>P</i>=.03). CONCLUSIONS These findings suggest that EVO Monitor, an unsupervised, video game–based digital program integrated with adaptive mechanics, is a clinically valuable approach to measuring cognitive performance in patients with multiple sclerosis. CLINICALTRIAL ClinicalTrials.gov NCT03569618; https://clinicaltrials.gov/ct2/show/NCT03569618


Author(s):  
Elise Labonte-Lemoyne ◽  
François Courtemanche ◽  
Victoire Louis ◽  
Marc Fredette ◽  
Sylvain Sénécal ◽  
...  

Author(s):  
Thomas Mößle ◽  
Florian Rehbein

Aim: The aim of this article is to work out the differential significance of risk factors of media usage, personality and social environment in order to explain problematic video game usage in childhood and adolescence. Method: Data are drawn from the Berlin Longitudinal Study Media, a four-year longitudinal control group study with 1 207 school children. Data from 739 school children who participated at 5th and 6th grade were available for analysis. Result: To explain the development of problematic video game usage, all three areas, i. e. specific media usage patterns, certain aspects of personality and certain factors pertaining to social environment, must be taken into consideration. Video game genre, video gaming in reaction to failure in the real world (media usage), the children’s/adolescents’ academic self-concept (personality), peer problems and parental care (social environment) are of particular significance. Conclusion: The results of the study emphasize that in future – and above all also longitudinal – studies different factors regarding social environment must also be taken into account with the recorded variables of media usage and personality in order to be able to explain the construct of problematic video game usage. Furthermore, this will open up possibilities for prevention.


2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


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