Kenji Yokotani

ORCID: 0000-0002-9711-157X
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About
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Research Areas
  • Mental Health Research Topics
  • Impact of Technology on Adolescents
  • Digital Mental Health Interventions
  • Gambling Behavior and Treatments
  • Sexuality, Behavior, and Technology
  • Crime Patterns and Interventions
  • LGBTQ Health, Identity, and Policy
  • Bullying, Victimization, and Aggression
  • Child and Adolescent Psychosocial and Emotional Development
  • Autism Spectrum Disorder Research
  • Video Analysis and Summarization
  • Gender, Feminism, and Media
  • Psychosomatic Disorders and Their Treatments
  • Cybercrime and Law Enforcement Studies
  • Cognitive Computing and Networks
  • Psychosocial Factors Impacting Youth
  • Attachment and Relationship Dynamics
  • Crime, Illicit Activities, and Governance
  • Psychology of Development and Education
  • Digital Platforms and Economics
  • Child Nutrition and Feeding Issues
  • Music and Audio Processing
  • Adolescent and Pediatric Healthcare
  • Empathy and Medical Education
  • Consumer Market Behavior and Pricing

Tokushima University
2019-2025

Niigata Seiryo University
2014-2015

Tohoku University
2010

Objective digital measurement of gamblers visiting gambling venues is conducted using cashless cards and facial recognition systems, but these methods are confined within a single venue. Hence, we propose an objective method transformer, state-of-the-art machine learning approach, to detect total venue visitations for who visit multiple sounds in gamblers' environments. We sampled nongambling event datasets from websites create play classifier. also location detector. Further, practical...

10.1038/s41598-024-83389-1 article EN cc-by-nc-nd Scientific Reports 2025-01-02

Aim Social anxiety disorder (SAD) is a mental that requires early detection and treatment. However, some individuals with SAD avoid face‐to‐face evaluations, which leads to delayed detection. We aim predict based on their communication logs social network data from massively multiplayer online game (MMOG). Method The study included 819 users of Pigg Party, popular MMOG in Japan. Participants completed the Japanese version Liebowitz Anxiety Scale (LSAS‐J) withdrawal scale (hikikomori)...

10.1111/pcn.13804 article EN cc-by-nc-nd Psychiatry and Clinical Neurosciences 2025-02-25

Abstract This study clarified the advantages of virtual communities on non‐victim experiences among lesbian, gay, bisexual, transgender, questioning, intersex, and asexual (LGBTQIA) individuals in Japan. A total 3504 Pigg Party users, including 1390 LGBTQIA individuals, reported their victimization, perceived emotional support, concealment gender/sexual identity both physical communities. Japanese with multiple minority statuses had more victim than those a single or without status....

10.1002/jcop.22528 article EN Journal of Community Psychology 2021-02-19

The effect of educational level on employment people with high functioning autism spectrum disorders (HFASD) was examined. If education augments natural abilities to accomplish tasks in HFASD, then those more would have comparative advantages both obtaining and retaining jobs. In contrast, if did not augment only signaled unobservable abilities, one expect an advantage a job, but retention. 22 HFASD replied questionnaires regarding their history employment. Those job experience had higher...

10.2466/11.13.15.pr0.107.4.227-235 article EN Psychological Reports 2010-08-01

Data sets on gameplay, called digital biomarkers, contain many characteristics of game players and are associated with mental health problems. In fact, an avatar's behavior during online is said to be related its player's health. Based this information, we estimated the depressive state based their behavioral logs. There were 3,361 participants who Pigg Party, a popular Japanese application. April 2020, logged into Party answered questionnaire depression. May participants, 658 again...

10.1089/cyber.2022.0058 article EN Cyberpsychology Behavior and Social Networking 2022-10-25

The present study investigates aftereffects of adolescences' experience cyber bullying. Cyber bullying is defined as via electronic communication tools. We surveyed 321 late adolescent university students in Japan. results showed that victimization on the internet significantly raised current levels anxiety and frustration. On other hand, mail did not affect mental problems. Internet had different function (mass communication/ personal communication), so might have psychological impacts health.

10.35783/ijbf.4.2_45 article EN International Journal of Brief Therapy and Family Science 2014-01-01

Online social support via avatar communication is a powerful tool for bullying victims because they often lack offline resources. Additionally, allows users rich nonverbal interactions (e.g., emotional expressions) while maintaining online anonymity. This study investigates the role of avatars and how to facilitate such support. Accordingly, we conducted an questionnaire survey twice on application, Pigg Party, regarding mental health, support, victimization (participants: 3,288 (1st wave)...

10.1609/icwsm.v16i1.19351 article EN Proceedings of the International AAAI Conference on Web and Social Media 2022-05-31

AbstractJapanese young adults’ forms of address for their parents (e.g., Dad) reportedly demonstrate respect parents. Such has been linked to interpersonal attitudes as well depressive symptoms. Given these relationships, the present study identified possible links between parents, perceived parent-child attitudes, and Participants were 226 Japanese college students. Young disrespectful positively correlated with feelings rejection Furthermore, fathers predicted symptoms, although there no...

10.1179/0027773815z.000000000112 article EN cc-by Names 2015-04-29

Early detection of bipolar disorder (BD) is crucial for its ultimate control and prevention. We aim to detect people with BD their manic/hypomanic episodes through abnormal behaviors following peers in Massively Multiplayer Online Game (MMOG) logs. The total participants consisted 198,605 users Pigg Party: a popular MMOG Japan. Their behaviors, including gacha (an online capsule toy game) purchase MMOG, were recorded milli seconds one month. Of the participants, 291 responded mood...

10.1145/3625007.3627319 article EN 2023-11-06

Abstract The dynamics of coupled oscillators in a network are significant topic complex systems science. People with daily social rhythms interact through networks everyday life. This can be considered as oscillator networks, which is also true online society (online rhythms). Controlling contribute to healthy and mental health. We consider controlling by introducing periodic forcing (pacemakers). However, theoretical studies predict that pacemaker effects do not spread widely across...

10.1088/2632-072x/ad3ed5 article EN cc-by Journal of Physics Complexity 2024-04-15

Abstract Background Electronic gambling machines (EGMs) in venues cause gambling-related harm and are a public health concern. This study focused on pachinko parlours as income-generating crimes harm. We aimed to verify whether crime rates increase proximity during the opening post-closing periods of relative pre-opening periods. Methods used records spanning 6.5 years, including data closing days for years. also sampled addresses convenience stores, bowling alleys, households with official...

10.1186/s12889-024-19373-1 article EN cc-by BMC Public Health 2024-07-16

Abstract As a countermeasure to the increased loneliness induced by COVID‐19 pandemic‐related university closures, universities provided students with online interaction opportunities. However, whether these opportunities contributed reducing during closures remains unclear, as previous studies have produced contradictory findings. We conducted nationwide cross‐sectional survey. Data were collected on demographics, social environment, support, interactions, health and from 4949 60 across...

10.1111/ajsp.12658 article EN cc-by-nc Asian Journal Of Social Psychology 2024-12-12

Abstract Discrimination and prejudice against lesbian, gay, bisexual, transgender, questioning, intersex asexual+ (LGBTQIA+) individuals exacerbate social anxiety. Communication via avatars in virtual communities may be an effective strategy to reduce related symptoms. This study measured anxiety LGBTQIA+ non‐LGBTQIA+ among Japanese users of Pigg Party, a massively multiplayer online game, physical that use for communication. They answered questions on avatar identification (i.e., the degree...

10.1111/ajsp.12666 article EN Asian Journal Of Social Psychology 2024-12-17

Social rhythms have been considered as relevant to mood disorders, but detailed analysis of social has limited. Hence, we aim assess via media use and predict users' psychiatric symptoms through their rhythms. A two-wave survey was conducted in the Pigg Party, a popular Japanese avatar application. First second waves data were collected from 3504 658 Party users, respectively. The time stamps communication sampled. Furthermore, participants answered General Health Questionnaire perceived...

10.1017/atsip.2021.17 article EN cc-by-nc APSIPA Transactions on Signal and Information Processing 2021-01-01

Habit formation occurs in relation to peer habits and comments. This general principle was applied gambling abstinence the context of online self-help forums quit gambling. Participants this study, conducted between September 2008 March 2020, were 161 abstinent 928 non-abstinent gamblers who participated chat They received 269,317 comments during their first 3 years forum participation. Gamblers had an increased likelihood 3-year continuous if they many peers forums. However, a decreased...

10.1038/s41598-022-07714-2 article EN cc-by Scientific Reports 2022-03-07

<sec> <title>BACKGROUND</title> Change and sustain talks (negative positive comments) on gambling have been relevant for determining gamblers’ outcomes but they not used to clarify the abstinence process in anonymous gambler meetings. </sec> <title>OBJECTIVE</title> The aim of this study was develop a change talk model based data extracted from web-based chat meetings by using an automatic classifier. <title>METHODS</title> This registry internet. author accessed Japan sampled 1.63 million...

10.2196/preprints.24088 preprint EN 2020-09-03

Background Change and sustain talks (negative positive comments) on gambling have been relevant for determining gamblers’ outcomes but they not used to clarify the abstinence process in anonymous gambler meetings. Objective The aim of this study was develop a change talk model based data extracted from web-based chat meetings by using an automatic classifier. Methods This registry internet. author accessed Japan sampled 1.63 million utterances (two-sentence texts) 267 abstinent gamblers who...

10.2196/24088 article EN cc-by Journal of Medical Internet Research 2021-05-04
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