But recent research suggested digital behavioral markers as a way to deliver cheap and easily accessible digital assessment for social anxiety: As earlier work shows, players with social anxiety show similar behaviors in virtual worlds as in the physical world, including tending to walk farther around other avatars and standing farther away from other avatars. However, socially anxious individuals who seek help face many barriers stemming from geography, fear, or disparities in access to systems of care. The burden of social anxiety can be reduced through accessible assessment that leads to treatment. Although essential, some individuals face major challenges in forming and maintaining social relationships due to the experience of social anxiety. Social relationships are essential for humans neglecting our social needs can reduce wellbeing or even lead to the development of more severe issues such as depression or substance dependency. Nevertheless, as this is a first, exploratory study, further research is necessary. To conclude, this study suggests that commercial off-the-shelf games hold promise for the acquisition of digital biomarkers on cognitive aging and provides benchmark data for future studies. However, classifying middle-aged players remains problematic. Performance metrics suggest that our model is successful in classifying young and older participants.
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We found features retained for the model to support theories on fluid intelligence and cognitive functions sensitive to cognitive aging. Next, features were engineered and a machine learning model (Logistic Regression) was trained.
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To this end, candidates for digital biomarkers of cognitive performance were captured via FreeCell, from three distinctive age groups (18-25, 40-55, 65+) from 52 participants, playing for a total of 130 game rounds. We report on an exploratory study for assessing cognitive aging based on the acquisition and modeling of player data of commercial off-the-shelf games.