Evidence map›Paper›PMID 36099000›Full record

ArticleJMIR serious games2022

Digital Biomarkers for Well-being Through Exergame Interactions: Exploratory Study.

Despoina Petsani, Evdokimos Konstantinidis, Aikaterini-Marina Katsouli, Vasiliki Zilidou, Sofia B Dias, Leontios Hadjileontiadis, Panagiotis Bamidis

Open access · goldAbstract read
In one paragraph

Article in JMIR serious games, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.

0numbers the graph read from it
0cells of the map it votes in
6citing papers in PubMed
1.7field-weighted citation impact, top 16% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

6 citing papers in PubMed, 14 citations in OpenAlex.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors at 3 institutions in 3 countries.

Despoina PetsaniMedical Physics and Digital Innovation Laboratory, Faculty of Health Sciences, School of Medicine, Aristotle University of Thessaloniki, Thessaloniki, Greece.ORCID https://orcid.org/0000-0003-0273-6890
Evdokimos KonstantinidisMedical Physics and Digital Innovation Laboratory, Faculty of Health Sciences, School of Medicine, Aristotle University of Thessaloniki, Thessaloniki, Greece.ORCID https://orcid.org/0000-0002-5522-9553
Aikaterini-Marina KatsouliMedical Physics and Digital Innovation Laboratory, Faculty of Health Sciences, School of Medicine, Aristotle University of Thessaloniki, Thessaloniki, Greece.ORCID https://orcid.org/0000-0002-5742-0941
Vasiliki ZilidouMedical Physics and Digital Innovation Laboratory, Faculty of Health Sciences, School of Medicine, Aristotle University of Thessaloniki, Thessaloniki, Greece.ORCID https://orcid.org/0000-0002-4859-6996
Sofia B DiasCentro Interdisciplinar de Estudo da Performance Humana, Faculdade de Motricidade Humana, Universidade de Lisboa, Lisbon, Portugal.ORCID https://orcid.org/0000-0002-8239-583X
Leontios HadjileontiadisKhalifa University of Science and Technology, Abu Dhabi, United Arab Emirates.ORCID https://orcid.org/0000-0002-9932-9302
Panagiotis BamidisMedical Physics and Digital Innovation Laboratory, Faculty of Health Sciences, School of Medicine, Aristotle University of Thessaloniki, Thessaloniki, Greece.ORCID https://orcid.org/0000-0002-9936-5805
Aristotle University of Thessaloniki · GRKhalifa University of Science and Technology · AEUniversity of Lisbon · PT

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundEcologically valid evaluations of patient states or well-being by means of new technologies is a key issue in contemporary research in health and well-being of the aging population. The in-game metrics generated from the interaction of users with serious games (SG) can potentially be used to predict or characterize a user's state of health and well-being. There is currently an increasing body of research that investigates the use of measures of interaction with games as digital biomarkers for health and well-being.

objectiveThe aim of this paper is to predict well-being digital biomarkers from data collected during interactions with SG, using the values of standard clinical assessment tests as ground truth.

methodsThe data set was gathered during the interaction with patients with Parkinson disease with the webFitForAll exergame platform, an SG engine designed to promote physical activity among older adults, patients, and vulnerable populations. The collected data, referred to as in-game metrics, represent the body movements captured by a 3D sensor camera and translated into game analytics. Standard clinical tests gathered before and after the long-term interaction with exergames (preintervention test vs postintervention test) were used to provide user baselines.

resultsOur results showed that in-game metrics can effectively categorize participants into groups of different cognitive and physical states. Different in-game metrics have higher descriptive values for specific tests and can be used to predict the value range for these tests.

conclusionsOur results provide encouraging evidence for the value of in-game metrics as digital biomarkers and can boost the analysis of improving in-game metrics to obtain more detailed results.

Indexed as

cognitive well-beingmachine learningphysical well-beingserious games

Identifiers

PMID36099000
PMCPMC9516369
OpenAlexW4286545304

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.