Use of 4 open-ended text responses to help identify people at risk of gaming disorder : preregistered development and usability study using natural language processing

2024
journal article
article
1
dc.abstract.enBackground: Words are a natural way to describe mental states in humans, while numerical values are a convenient and effective way to carry out quantitative psychological research. With the growing interest of researchers in gaming disorder, the number of screening tools is growing. However, they all require self-quantification of mental states. The rapid development of natural language processing creates an opportunity to supplement traditional rating scales with a question-based computational language assessment approach that gives a deeper understanding of the studied phenomenon without losing the rigor of quantitative data analysis. Objective: The aim of the study was to investigate whether transformer-based language model analysis of text responses from active gamers is a potential supplement to traditional rating scales. We compared a tool consisting of 4 open-ended questions formulated based on the clinician's intuition (not directly related to any existing rating scales for measuring gaming disorders) with the results of one of the commonly used rating scales. Methods: Participants recruited using an online panel were asked to answer the Word-Based Gaming Disorder Test, consisting of 4 open-ended questions about gaming. Subsequently, they completed a closed-ended Gaming Disorders Test based on a numerical scale. Of the initial 522 responses collected, we removed a total of 105 due to 1 of 3 criteria (suspiciously low survey completion time, providing nonrelevant or incomplete responses). Final analyses were conducted on the responses of 417 participants. The responses to the open-ended questions were vectorized using HerBERT, a large language model based on Google's Bidirectional Encoder Representations from Transformers (BERT). Last, a machine learning model, specifically ridge regression, was used to predict the scores of the Gaming Disorder Test based on the features of the vectorized open-ended responses. Results: The Pearson correlation between the observable scores from the Gaming Disorder test and the predictions made by the model was 0.476 when using the answers of the 4 respondents as features. When using only 1 of the 4 text responses, the correlation ranged from 0.274 to 0.406. Conclusions: Short open responses analyzed using natural language processing can contribute to a deeper understanding of gaming disorder at no additional cost in time. The obtained results confirmed 2 of 3 preregistered hypotheses. The written statements analyzed using the results of the model correlated with the rating scale. Furthermore, the inclusion in the model of data from more responses that take into account different perspectives on gaming improved the performance of the model. However, there is room for improvement, especially in terms of supplementing the questions with content that corresponds more directly to the definition of gaming disorder.
dc.affiliationWydział Zarządzania i Komunikacji Społecznej : Instytut Psychologii Stosowanej
dc.contributor.authorStrojny, Paweł - 104922
dc.contributor.authorKapela, Ksawery
dc.contributor.authorLipp, Natalia - 182087
dc.contributor.authorSikström, Sverker
dc.date.accession2025-01-13
dc.date.accessioned2025-01-13T14:22:24Z
dc.date.available2025-01-13T14:22:24Z
dc.date.createdat2025-01-13T11:44:33Zen
dc.date.issued2024
dc.date.openaccess0
dc.description.accesstimew momencie opublikowania
dc.description.additionalBibliogr. s. 11-12
dc.description.versionostateczna wersja wydawcy
dc.description.volume12
dc.identifier.articleide56663
dc.identifier.doi10.2196/56663
dc.identifier.eissn2291-9279
dc.identifier.issn2291-9279
dc.identifier.urihttps://ruj.uj.edu.pl/handle/item/539780
dc.identifier.weblinkhttps://games.jmir.org/2024/1/e56663
dc.languageeng
dc.language.containereng
dc.rightsUdzielam licencji. Uznanie autorstwa 4.0 Międzynarodowa
dc.rights.licenceCC-BY
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/legalcode.pl
dc.share.typeotwarte czasopismo
dc.subject.engaming disorder
dc.subject.ennatural language processing
dc.subject.enmachine learning
dc.subject.enmental health
dc.subject.enNLP
dc.subject.entext
dc.subject.enopen-ended
dc.subject.enresponse
dc.subject.enrisk
dc.subject.enpsychological
dc.subject.enQuestion-based Computational Language Assessment
dc.subject.enQCLA
dc.subject.entransformers-based
dc.subject.enlanguage model analysis
dc.subject.enPolish
dc.subject.enPearson
dc.subject.encorrelation
dc.subject.enPython
dc.subtypeArticle
dc.titleUse of 4 open-ended text responses to help identify people at risk of gaming disorder : preregistered development and usability study using natural language processing
dc.title.journalJMIR Serious Games
dc.typeJournalArticle
dspace.entity.typePublicationen
dc.abstract.en
Background: Words are a natural way to describe mental states in humans, while numerical values are a convenient and effective way to carry out quantitative psychological research. With the growing interest of researchers in gaming disorder, the number of screening tools is growing. However, they all require self-quantification of mental states. The rapid development of natural language processing creates an opportunity to supplement traditional rating scales with a question-based computational language assessment approach that gives a deeper understanding of the studied phenomenon without losing the rigor of quantitative data analysis. Objective: The aim of the study was to investigate whether transformer-based language model analysis of text responses from active gamers is a potential supplement to traditional rating scales. We compared a tool consisting of 4 open-ended questions formulated based on the clinician's intuition (not directly related to any existing rating scales for measuring gaming disorders) with the results of one of the commonly used rating scales. Methods: Participants recruited using an online panel were asked to answer the Word-Based Gaming Disorder Test, consisting of 4 open-ended questions about gaming. Subsequently, they completed a closed-ended Gaming Disorders Test based on a numerical scale. Of the initial 522 responses collected, we removed a total of 105 due to 1 of 3 criteria (suspiciously low survey completion time, providing nonrelevant or incomplete responses). Final analyses were conducted on the responses of 417 participants. The responses to the open-ended questions were vectorized using HerBERT, a large language model based on Google's Bidirectional Encoder Representations from Transformers (BERT). Last, a machine learning model, specifically ridge regression, was used to predict the scores of the Gaming Disorder Test based on the features of the vectorized open-ended responses. Results: The Pearson correlation between the observable scores from the Gaming Disorder test and the predictions made by the model was 0.476 when using the answers of the 4 respondents as features. When using only 1 of the 4 text responses, the correlation ranged from 0.274 to 0.406. Conclusions: Short open responses analyzed using natural language processing can contribute to a deeper understanding of gaming disorder at no additional cost in time. The obtained results confirmed 2 of 3 preregistered hypotheses. The written statements analyzed using the results of the model correlated with the rating scale. Furthermore, the inclusion in the model of data from more responses that take into account different perspectives on gaming improved the performance of the model. However, there is room for improvement, especially in terms of supplementing the questions with content that corresponds more directly to the definition of gaming disorder.
dc.affiliation
Wydział Zarządzania i Komunikacji Społecznej : Instytut Psychologii Stosowanej
dc.contributor.author
Strojny, Paweł - 104922
dc.contributor.author
Kapela, Ksawery
dc.contributor.author
Lipp, Natalia - 182087
dc.contributor.author
Sikström, Sverker
dc.date.accession
2025-01-13
dc.date.accessioned
2025-01-13T14:22:24Z
dc.date.available
2025-01-13T14:22:24Z
dc.date.createdaten
2025-01-13T11:44:33Z
dc.date.issued
2024
dc.date.openaccess
0
dc.description.accesstime
w momencie opublikowania
dc.description.additional
Bibliogr. s. 11-12
dc.description.version
ostateczna wersja wydawcy
dc.description.volume
12
dc.identifier.articleid
e56663
dc.identifier.doi
10.2196/56663
dc.identifier.eissn
2291-9279
dc.identifier.issn
2291-9279
dc.identifier.uri
https://ruj.uj.edu.pl/handle/item/539780
dc.identifier.weblink
https://games.jmir.org/2024/1/e56663
dc.language
eng
dc.language.container
eng
dc.rights
Udzielam licencji. Uznanie autorstwa 4.0 Międzynarodowa
dc.rights.licence
CC-BY
dc.rights.uri
http://creativecommons.org/licenses/by/4.0/legalcode.pl
dc.share.type
otwarte czasopismo
dc.subject.en
gaming disorder
dc.subject.en
natural language processing
dc.subject.en
machine learning
dc.subject.en
mental health
dc.subject.en
NLP
dc.subject.en
text
dc.subject.en
open-ended
dc.subject.en
response
dc.subject.en
risk
dc.subject.en
psychological
dc.subject.en
Question-based Computational Language Assessment
dc.subject.en
QCLA
dc.subject.en
transformers-based
dc.subject.en
language model analysis
dc.subject.en
Polish
dc.subject.en
Pearson
dc.subject.en
correlation
dc.subject.en
Python
dc.subtype
Article
dc.title
Use of 4 open-ended text responses to help identify people at risk of gaming disorder : preregistered development and usability study using natural language processing
dc.title.journal
JMIR Serious Games
dc.type
JournalArticle
dspace.entity.typeen
Publication
Affiliations

* The migration of download and view statistics prior to the date of April 8, 2024 is in progress.

Views
14
Views per month
Views per city
Krakow
2
Wieliczka
1
Downloads
strojny_lipp_et-al_use_of_4_open-ended_text_responses_to_help_2024.pdf
31