Published on in Vol 6, No 4 (2019): April

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/13485, first published .
The Potential of Game-Based Digital Biomarkers for Modeling Mental Health

The Potential of Game-Based Digital Biomarkers for Modeling Mental Health

The Potential of Game-Based Digital Biomarkers for Modeling Mental Health

Authors of this article:

Regan Lee Mandryk1 Author Orcid Image ;   Max Valentin Birk2 Author Orcid Image

Journals

  1. Nef T, Chesham A, Schütz N, Botros A, Vanbellingen T, Burgunder J, Müllner J, Martin Müri R, Urwyler P. Development and Evaluation of Maze-Like Puzzle Games to Assess Cognitive and Motor Function in Aging and Neurodegenerative Diseases. Frontiers in Aging Neuroscience 2020;12 View
  2. Montagni I, Mabchour I, Tzourio C. Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review. JMIR Serious Games 2020;8(2):e16983 View
  3. Song H, Yi D, Park H, Rodríguez C. Validation of a mobile game-based assessment of cognitive control among children and adolescents. PLOS ONE 2020;15(3):e0230498 View
  4. Drissi N, Ouhbi S, Janati Idrissi M, Fernandez-Luque L, Ghogho M. Connected Mental Health: Systematic Mapping Study. Journal of Medical Internet Research 2020;22(8):e19950 View
  5. H. Birk R, Samuel G. Can digital data diagnose mental health problems? A sociological exploration of ‘digital phenotyping’. Sociology of Health & Illness 2020;42(8):1873 View
  6. Gooding P, Kariotis T. Ethics and Law in Research on Algorithmic and Data-Driven Technology in Mental Health Care: Scoping Review. JMIR Mental Health 2021;8(6):e24668 View
  7. Taliaz D, Souery D. A New Characterization of Mental Health Disorders Using Digital Behavioral Data: Evidence from Major Depressive Disorder. Journal of Clinical Medicine 2021;10(14):3109 View
  8. Gielis K, Vanden Abeele M, De Croon R, Dierick P, Ferreira-Brito F, Van Assche L, Verbert K, Tournoy J, Vanden Abeele V. Dissecting Digital Card Games to Yield Digital Biomarkers for the Assessment of Mild Cognitive Impairment: Methodological Approach and Exploratory Study. JMIR Serious Games 2021;9(4):e18359 View
  9. Dechant M, Frommel J, Mandryk R. The Development of Explicit and Implicit Game-Based Digital Behavioral Markers for the Assessment of Social Anxiety. Frontiers in Psychology 2021;12 View
  10. Lepe-Salazar F, Salgado-Torres S. Multiple Composite Scenarios: A Game-Based Methodology for the Prevention of Mental Disorders. Entertainment Computing 2023;44:100519 View
  11. Brai E, Tonacci A, Brugada-Ramentol V, D’Andrea F, Alberi L. Intercepting Dementia: Awareness and Innovation as Key Tools. Frontiers in Aging Neuroscience 2021;13 View
  12. Chen Z, Kulkarni P, Galatzer-Levy I, Bigio B, Nasca C, Zhang Y. Modern views of machine learning for precision psychiatry. Patterns 2022;3(11):100602 View
  13. Gielis K, Vanden Abeele M, Verbert K, Tournoy J, De Vos M, Vanden Abeele V. Detecting Mild Cognitive Impairment via Digital Biomarkers of Cognitive Performance Found in Klondike Solitaire: A Machine-Learning Study. Digital Biomarkers 2021;5(1):44 View
  14. Shih C, Pudipeddi R, Uthayakumar A, Washington P. A Local Community-Based Social Network for Mental Health and Well-being (Quokka): Exploratory Feasibility Study. JMIRx Med 2021;2(4):e24972 View
  15. Josephy-Hernandez S, Norise C, Han J, Smith K. Survey on Acceptance of Passive Technology Monitoring for Early Detection of Cognitive Impairment. Digital Biomarkers 2020;5(1):9 View
  16. Pons P, Navas-Medrano S, Soler-Dominguez J. Extended reality for mental health: Current trends and future challenges. Frontiers in Computer Science 2022;4 View
  17. Khalili-Mahani N, Holowka E, Woods S, Khaled R, Roy M, Lashley M, Glatard T, Timm-Bottos J, Dahan A, Niesters M, Hovey R, Simon B, Kirmayer L. Play the Pain: A Digital Strategy for Play-Oriented Research and Action. Frontiers in Psychiatry 2021;12 View
  18. Parziale A, Mascalzoni D. Digital Biomarkers in Psychiatric Research: Data Protection Qualifications in a Complex Ecosystem. Frontiers in Psychiatry 2022;13 View
  19. Yokotani K, Takano M. Avatars' Social Rhythms in Online Games Indicate Their Players' Depression. Cyberpsychology, Behavior, and Social Networking 2022;25(11):718 View
  20. Mandryk R, Birk M, Vedress S, Wiley K, Reid E, Berger P, Frommel J. Remote Assessment of Depression Using Digital Biomarkers From Cognitive Tasks. Frontiers in Psychology 2021;12 View
  21. Petsani D, Konstantinidis E, Katsouli A, Zilidou V, Dias S, Hadjileontiadis L, Bamidis P. Digital Biomarkers for Well-being Through Exergame Interactions: Exploratory Study. JMIR Serious Games 2022;10(3):e34768 View
  22. Bartolome A, Prioleau T. A computational framework for discovering digital biomarkers of glycemic control. npj Digital Medicine 2022;5(1) View
  23. Guimarães V, Sousa I, Bruin E, Pais J, Correia M. Using shoe-mounted inertial sensors and stepping exergames to assess the motor-cognitive status of older adults: A correlational study. DIGITAL HEALTH 2023;9 View
  24. Zhou Y, Zhao Y, Xiang Z, Yan Z, Shu L, Xu X, Zhang L, Tian X. A dual-task-embedded virtual reality system for intelligent quantitative assessment of cognitive processing speed. Frontiers in Human Neuroscience 2023;17 View
  25. Williamson S. Digital phenotyping in psychiatry. BJPsych Advances 2023;29(6):428 View
  26. Lukka L, Palva J. The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment. JMIR Serious Games 2023;11:e42173 View
  27. Oudin A, Maatoug R, Bourla A, Ferreri F, Bonnot O, Millet B, Schoeller F, Mouchabac S, Adrien V. Digital Phenotyping: Data-Driven Psychiatry to Redefine Mental Health. Journal of Medical Internet Research 2023;25:e44502 View
  28. Aneni K, Chen C, Meyer J, Cho Y, Lipton Z, Kher S, Jiao M, Gomati de la Vega I, Umutoni F, McDougal R, Fiellin L. Identifying Game-Based Digital Biomarkers of Cognitive Risk for Adolescent Substance Misuse: Protocol for a Proof-of-Concept Study. JMIR Research Protocols 2023;12:e46990 View
  29. Dechant M, Birk M, Shiban Y, Schnell K, Mandryk R. How Avatar Customization Affects Fear in a Game-based Digital Exposure Task for Social Anxiety. Proceedings of the ACM on Human-Computer Interaction 2021;5(CHI PLAY):1 View
  30. Chitale V, Henry J, Liang H, Matthews B, Baghaei N. Virtual reality analytics map (VRAM): A conceptual framework for detecting mental disorders using virtual reality data. New Ideas in Psychology 2025;76:101127 View

Books/Policy Documents

  1. Khalili-Mahani N, de Schutter B, Sawchuk K. HCI International 2020 – Late Breaking Papers: Universal Access and Inclusive Design. View
  2. Assadi A, Elbaz S, Khalili-Mahani N. Human Aspects of IT for the Aged Population. Supporting Everyday Life Activities. View
  3. Muñoz J, Montoya M, Boger J. Smart Home Technologies and Services for Geriatric Rehabilitation. View
  4. Opoku Asare K, Visuri A, Vega J, Ferreira D. Wireless Mobile Communication and Healthcare. View
  5. Kirsten H, Dechant M, Gibbons H, Friehs M. Game-Based Learning in Education and Health Part B. View
  6. Huang M, Saleh M. Reimagining Systems Thinking in a Post-Pandemic World. View
  7. Mehta P. Precision Health in the Digital Age. View