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
Gaming addiction : A challenge in China
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
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
Intervention Components
University Portal Screening System
Awareness Promotion
Identifying and Assisting Students
Virtual Reality based Cognitive Behavioral Therapy
Program implementation has four major components
First step in the process is to sign MoU with university partner
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
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
Hackathon is the best way to create a minimum viable product
Hackathon
Software Refinement
QA and Testing
University Integration
Rollout
VR-CBT has shown maximum effectiveness in telepsychiatry
VR-CBT
Creates interactive 3D environment
Patients can use own smartphone
Reduces therapists involvement
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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5
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Source: Health Service Delivery, WHO
Upscale includes bi-annual Livestream Gaming competitions
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
Our program promotes healthy gaming habits and facilitates conversation
Need of industry??
How we meet it??
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
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
SOFTWARE DEVELOPMENT
MARKETING AND PROMOTIONS
OPERATIONAL EXPENSES
PROCUREMENT AND ADMINISTRATIVE
$ 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
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
Q&A
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 Psychology, 12(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
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
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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Gaming Addiction Survey (Lemmens Et al. 2009)
Funding Stability
Political Support
Organizational Capability
Program Adaptation
Program Evaluation
Government mandate to make the program sustainable beyond 5-year timeline