玩家在愤怒情绪下玩电子游戏时的脉搏率模式

Dhanu Kurnia Utama, Adhi Dharma Wibawa, Lutfi Hakim, M. Purnomo
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引用次数: 1

摘要

玩电脑游戏更倾向于由情感而非理性所决定或驱动,这是由于游戏算法会影响玩家的行为。一般来说,开发游戏的最初概念是游戏如何让人们上瘾。玩这类游戏通常会导致玩家产生愤怒情绪。然而,愤怒是人类的负面情绪之一,会导致健康状况不佳。因此,这项研究试图提供玩家在玩我们选择的游戏时发生愤怒时的脉搏信号模式的信息。所选择的游戏已经通过对游戏开发者社区的调查证实是一款可以引发愤怒情绪的游戏。在这项研究中,12名受试者自愿通过玩选定的游戏来参加实验。测量过程中应用了脉冲速率传感器。每个受试者的脉搏率数据有两个阶段:基线阶段(预刺激)和游戏阶段(刺激中)。每次测量结束后,研究对象被要求填写一份调查问卷,以了解他的愤怒程度。这是我们确认脉搏率结果的方法。用于获得脉冲速率模式的特征提取参数是平均值的差值和平均值的绝对偏差。然后使用配对t检验比较每个阶段的这两个参数,以找出基线阶段和玩游戏阶段之间的显著性。结果显示,当被试从问卷中确认在玩游戏过程中感到愤怒时,在图形可视化中脉搏率信号有所增加,配对t检验有显著差异。一些实验对象的脉搏率明显增高。这项研究的结论是,一些游戏会增加心脏病发作或其他心脏病的风险。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Pulse Rate Pattern For Gamers during Playing Video Game in Angry Emotion
Playing computer games tends to be more determined or driven by emotion than reason, this is due to the game algorithm that is made to influence the player behavior. In general, the initial concept of developing games is how the game can make people addicted. One consequence that often occurs from playing such games is angry emotions among gamers. However, angry is one of the negative emotions of the human being that can cause poor health. Therefore, this study tries to provide information on pulse rate signal patterns in gamers when angry occurs during playing our chosen game. The chosen game has been validated using a survey to the game developer community as a game that can trigger angry emotion. In this study, 12 subjects volunteered in the experiment by playing the chosen game. Pulse rate sensors were applied during measurement. The pulse rate data from each subject has two phases: the baseline phase (prestimulation) and the playing phase (in-stimulation). After each measurement, the subject was asked to fill a questionnaire to access the level of his anger. This is the way we confirm the pulse rate result. The feature extraction parameters used to obtain the pulse rate pattern are the difference value of the mean and absolute deviation of the mean. Those two parameters at each phase then being compared using paired t-tests to find out the significance between the baseline stage and the playing games stage. The result showed that when the subject confirmed feeling angry during playing games from the questionnaire, there was an increase in the pulse rate signal in the graph visualization and a significant difference in the paired t-test. Some subjects showed a significantly high increase in pulse rate. This study concludes that some games can increase the risk of heart attack or other heart diseases.
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