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G.A.M.E.S.�Gaming Addiction Monitoring and Evaluating System 

TEAM 6: Katiana Bougouma, Iridian Guzman, Greeshma Kombara, 

Sujit Mohanty, Mayra Sainz, Bryan Wang

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Gaming addiction : A challenge in China

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17000

640 million

28000

164 million

Chinese Psychiatrists

Active gamers in China

Active gamers in USA

American Psychiatrists

China needs a significant growth in number of mental health professionals

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Identifying students that are not aware they are at risk of having a gaming addiction

Preventing more severe cases of gaming addiction 

Initial steps to access support and resources

Improve peer community in the long run

Our POC focuses on proactive identification of students in need 

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Intervention Components

University Portal Screening System 

Awareness Promotion

Identifying and Assisting Students 

Virtual Reality based Cognitive Behavioral Therapy

Program implementation has four major components

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  • Top 3 university in China for life sciences, engineering and business
  • Undergraduate Population: 25,425
  • Major public university in the region
  • On average only one on-campus psychiatrist present for consultation
  • Presence in the e-Sport hub of China

First step in the process is to sign MoU with university partner

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Ministry of Health

To gain access to mental health materials in mandarin language (video and written material)

Gaming Industry

Social media influencers for podcasts and mentorship

University

MoU for program implementation and continuous support

IT company

Software development and implementation

Local psychiatrists

Consultation and program refinement

STAKEHOLDERS

GROUP

Faculty Community

Social media influencers for podcasts and mentorship

MoH and University are the major stakeholders in the program

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Hackathon (Promotion and Marketing)

Program Administration (Using developed software)

Prevention: 1.Pre-module survey, 2.Mandatory training, 3.Post-module survey

Mitigation: Screening - Academics, key words, key servers

(No Flag) Continued Background Monitoring 

(Flag) Action: 1.Contact, GAS, resources 2.Advising, VR-CBT, GAS

Upscale: Live-Streaming Competition, VR-CBT Labs

A multi-level approach helps in creating a structured consultative program

Data Collection

The software system collects data from various sources (University records, specific browsing keywords)

Data Analysis

Machine learning algorithms to flag potential mental illnesses among students

Referrals and Focus groups

Increase student engagement to facilitate conversation

Technology solution for telehealth

VR-CBT to provide initial consultation and facilitate clinical assessment

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Hackathon is the best way to create a minimum viable product

Hackathon

    • A 3-Day event to create minimum viable product

Software Refinement

    • Partnership with IT firm to improve security

QA and Testing

    • Security assessment

University Integration

    • Support from university to integrate with admin platform

Rollout

    • Measurement and Analytics of student info
  • Minimum cost to create MVP
  • 15 days of promotion and marketing
  • Advanced analytics features for proactive recommendation

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VR-CBT has shown maximum effectiveness in telepsychiatry

  • Among individuals not attending therapy, 19% prefer using VR approach
  • 90% of people using VR-CBT attended all session
  • 63% of the Chinese population are smartphone users 

VR-CBT

Creates interactive 3D environment

Patients can use own smartphone

Reduces therapists involvement

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Key Performance Indicators for POC

1. Case detection consistency with data

Margin of error 20%

2. Increased awareness about game addiction

Response rate 70% (Highly qualitative)

3. Improvement in psychometric test score

Comparison with outpatient record

4. Service utilization threshold

At least 50%

5. Gameplay time reduction

At least 20% since program inception

The program is evaluated against key indicators to measure success

Screening system data is compared with government surveyed information about mental health issue prevalence in population

Majority of the target segment is unaware about the issue; the system tries to get qualitative feedback

Comparison of our evaluation score with community health center record to check system consistency

Service utilization such as VR headset usage and focus group attendance is monitored to check system efficacy

If the system works as intended, there should be a considerable reduction in gaming time

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2

4

5

3

Source: Health Service Delivery, WHO

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Upscale includes bi-annual Livestream Gaming competitions

  • Overlord streaming events streamed on gaming platforms
    • Individual gamers and gaming clans can join from anywhere
  • Hosts will include notorious gamers, relevant podcast hosts

Template: 'Rocket League' in collaboration with The U.S. Center for education and innovation, live streamed through Twitch

Our program promotes healthy gaming habits and facilitates conversation  

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Our program promotes healthy gaming habits and facilitates conversation  

Need of industry??

    • Revenue
    • Visibility
    • New trends

How we meet it??

    • Customer segment
    • Live stream
    • Social media

App-based communal ecosystem (Family) to bring in engaging family members

Long-term engagement of 2022 to bring in gamers to talk about issue live, will create popularity among all-gender population

Quarterly social media engagements (TikTok, WeChat etc.) to create buzz on campus

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July

August

September

October

December

March

June

3 days

45 days

30 days

30 days

Hackathon event hosted in Hangzhou

Software development and module delivery

Program implementation begins (term starts)

Focus group implementation

Evaluation after 3 months

Evaluation after 6 months

Evaluation after 9 months

Program Timeline: Evaluation after each 3-month duration

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SOFTWARE DEVELOPMENT

    • Hackathon prizes
    • VR software development (5 virtual environments)
    • Travel and Logistics expenditure
    • Integration cost with university system
    • IT administrator training and licensing costs

MARKETING AND PROMOTIONS

    • Marketing promotions for Hackathon
    • Social media live-streaming promotion
    • Message boards on-campus

OPERATIONAL EXPENSES

    • Focus group organization cost (Food and Beverages)
    • In-house psychiatrist training cost
    • Local mental health professional consulting partnership

PROCUREMENT AND ADMINISTRATIVE

    • VR headset acquisition cost
    • Mental health material resources acquisition cost
    • Office space lease for VR consultation

$ 140,000

$ 30,000

$ 20,000

$ 15,000

TOTAL ALLOCATED BUDGET

IMPLEMENTATION EXPENSE

$ 218K

$ 205K

Approximately 60% of the budgetary allocation for the POC is spent on software backend development

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2025

5-year long-term program involves continuous innovation to leverage technology

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2

3

4

5

2021

2023

2022

2024

Proof of Concept

Validation

Expansion to 10 universities  & Pilot livestream competition

App based communal approach to therapy (Family)

App based approach connect mental health student patients among universities

University level peer mentoring program

  • Meets the KPI’s
  • Gets validation from university authorities

  • Buddy system to facilitate mentorship
  • Bring on-board pro-gamers to talk about issues
  • Engage families through app-based health monitoring app

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Q&A

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1. Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Englewood Cliffs, N.J: Prentice-Hall.

2. Donker T, Cornelisz I, van Klaveren C, et al. Effectiveness of Self-guided App-Based Virtual Reality Cognitive Behavior Therapy for Acrophobia: A Randomized Clinical Trial. JAMA Psychiatry. 2019;76(7):682–690. doi:10.1001/jamapsychiatry.2019.0219

3. Emory University. (2015, June 24). Researchers study virtual reality exposure therapy to treat military sexual trauma-related PTSD. Retrieved from http://news.emory.edu/stories/2015/06/virtual_reality_therapy_military_sexual_trauma/

4. Lemmens, J., Valkenburg, P., & Peter, J. (2009). Development and Validation of a Game Addiction Scale for Adolescents. Media Psychology12(1), 77–95.

5. Schell, S. F., Luke, D. A., Schooley, M. W., Elliott, M. B., Herbers, S. H., Mueller, N. B., & Bunger, A. C. (2013, February 1). Public health program capacity for sustainability: a new framework. Retrieved from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3599102/

6. Senson, A. (2016, January 6). Virtual Reality Therapy: Treating The Global Mental Health Crisis. Retrieved from https://techcrunch.com/2016/01/06/virtual-reality-therapy-treating-the-global-mental-health-crisis/

7. University of Southern California. (2020). Prototypes. Retrieved from https://ict.usc.edu/prototypes/vrcpat/

8. USAID. (2015, September 29). Population, Health and Environment M&E Training Tool Kit. Retrieved from https://www.measureevaluation.org/resources/tools/population-health-and-environment/population-health-and-environment-training-materials

9. Virtually Better Inc. (2020). Virtual Reality for a Healthier You. Retrieved from https://www.virtuallybetter.com/

10. Whalen, A. (2019, November 7). The Chinese government is limiting gamers to 90 minutes a day and imposing a video game curfew. Retrieved from https://www.newsweek.com/china-video-games-curfew-gaming-addiction-gamers-chinese-censorship-1470439

11. World Health Organization. (2018, September 14). Gaming disorder. Retrieved from https://www.who.int/features/qa/gaming-disorder/en/

Reference

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If the winner of "Hackathon" is a student at Zhejiang University then software company can be approached to create a unique code

Virtual Reality Devices Damaged — Already incorporated into budget 

High rates of internet usage may occur before a video game competition — evaluations will occur every three months

Survey Bias — Previously used "Monitoring and Evaluating Training Tool Kit" will be incorporated

Keywords used during screening process — Designed using the World Health Organization's definition for video game addiction vs American Physiological Association

Risk and Limitations in our intervention

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Financial Budget for POC

Hackathon prizes

USD 15,000

VR environment development (5 environments)

USD 30,000

Travel and logistics

USD 25,000

Integration cost with university system

USD 40,000

IT administrator training and licensing cost

USD 30,000

Total software development cost

USD  1,40,000

Marketing for Hackathon

USD 5,000

Social media live-streaming promotion

USD 10,000

Message boards on campus

USD 5,000

Total marketing expense

USD 20,000

Focus group expenditure (Food and beverage)

USD 5,000

In-house psychiatrist training

USD 5,000

Consulting partnership with local psychiatrist 

USD 5,000

Total operational expenditure

USD 15,000

VR headset acquisition cost

USD 10,000

Mental health material acquisition cost 

USD 10,000

Office space leasing

USD 10,000

Total administrative expenses

USD 30,000

Total cost of implementation 

USD 205,000

Financial breakdown

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  • 7- and 21- item scale 

  • Specially developed for adolescents 

  • Validated and Reliable 

  • Measures: Time Spent on Games, Life Satisfaction, Loneliness, Social Competence, & Aggression

  •  5-point rating scale;  1 (never), 2 (rarely), 3 (sometimes), 4 (often), 5 (very often)

  • Limitation – translating from English to Chinese, has been translated to Japanese 

Gaming Addiction Survey (Lemmens Et al. 2009)

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    • MoH-based licensing with many of the public universities

Funding Stability

    • Government mandate for compulsory implementation

Political Support

    • Existing data from the 5-year program will help in smoother transition

Organizational Capability

    • Mandate compulsory inclusion in the framework

Program Adaptation

    • Additional KPI’s

Program Evaluation

Government mandate to make the program sustainable beyond 5-year timeline