Stress Emotion Evaluation in Battle Royale Game by Using Electroencephalogram

Muhammad Fikri Haekal, B. N. Moch, E. Muslim
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引用次数: 3

Abstract

With the development of the video game industry on mobile devices, it provides benefits for players because mobile devices have high accessibility for portability. One of the functions of playing games is entertainment where one example of playing a game can reduce stress due to cognitive fatigue after work, but there are also several types / genres of games that can increase stress on the players one example is in a violent game. One type of mobile games that are popular today are games with the battle royale genre and this type of game is also violent, so it is suitable to be used in this study to see what events are causing stress on players. This study aims to evaluate the level of stress when playing video games using an ergonomic approach to find out the events in the game that cause increased stress. The method used in this study is frequency analysis of the average beta wave power, asymmetry beta wave, and alpha / beta ratio as well as the theta / beta ratio, using data obtained from respondents' electroencephalogram measurements while playing a match of Playerunknown Battlegrounds Mobile (PUBGM) game. Based on research that has been done there are several conditions that have an influence and do not have an influence on stress levels both in players who have playing experience and beginners who do not have experience playing PUBG Mobile.
基于脑电图的大逃杀游戏应激情绪评价
随着电子游戏产业在移动设备上的发展,它为玩家提供了好处,因为移动设备具有很高的可访问性和便携性。玩游戏的一个功能是娱乐,例如,玩游戏可以减轻由于工作后的认知疲劳而产生的压力,但也有一些类型/类型的游戏会增加玩家的压力,其中一个例子是暴力游戏。今天流行的一种手机游戏是大逃杀类型的游戏,这种类型的游戏也是暴力的,所以它适合在这项研究中使用,看看是什么事件给玩家带来了压力。本研究旨在评估玩电子游戏时的压力水平,使用人体工程学方法来找出游戏中导致压力增加的事件。本研究使用的方法是对平均β波功率、不对称β波、α / β比以及θ / β比进行频率分析,使用受访者在玩《绝地求生》游戏时的脑电图测量数据。根据已经完成的研究,有几个条件对有游戏经验的玩家和没有游戏经验的新手的压力水平有影响或没有影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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