ArticleFrontiers in health services2026
Using games to identify adolescents at risk for substance misuse-a proof-of-concept study.
Article in Frontiers in health services, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.
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Abstract
Introduction: Early identification of adolescents at risk for substance use is critical for timely intervention. However, standard screening tools like CRAFFT (Car, Relax, Alone, Forget, Family and Friends, Trouble) and S2BI (Screening to Brief Intervention) face significant barriers, including adolescent disclosure reluctance, limited clinic privacy, and administrative challenges with paper-based forms. Digital games offer a promising alternative by generating behavioral data that may serve as digital biomarkers of substance use risk through engaging, low-burden gameplay. The objective of this proof-of-concept study was to explore the utility of game log data collected during gameplay to predict substance use. Methods: We analyzed game log data from 160 adolescents aged 11-14 years who played an HIV prevention game targeting high-risk behaviors including substance use, drawn from a larger randomized controlled trial ( Results: Predictive accuracy across all models was insufficient for clinical translation. For drug use prediction, AUC (SD) ranged from 0.458 (0.11) to 0.593 (0.07) (mean AUC <0.6 across all models), sensitivity ranged from 0 to 0.265 (0.18), and F-1 scores ranged from 0.398 (0.0) to 0.482 (0.08). For drug-refusal self-efficacy prediction, AUC ranged from 0.425 (0.10) to 0.592 (0.09), sensitivity ranged from 0.386 (0.14) to 0.785 (0.19), and F-1 scores ranged from 0.431 (0.06) to 0.598 (0.07). No model achieved the minimum threshold (AUC ≥0.7) suggested for clinical utility. Discussion: Our study elucidates the challenges associated with extracting behavioral markers from naturalistic digital environments. We discuss the potential of game-based digital biomarkers as scalable, low-burden tools for screening and monitoring, and the limitations of our study that can inform future studies seeking to understand the feasibility of using in-game data as digital biomarkers of substance use risk in adolescents.
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