基于脑电图的多人联机战斗竞技(MOBA)电子游戏规则相关压力情绪评价

R. Saputra, Billy Muhamad Iqbal, examiner Amalia Suzianti, examiner Erlinda Muslim, examiner Romandhani Ardi
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引用次数: 8

摘要

玩电子游戏的功能之一是娱乐场所,但也有一些人在玩电子游戏时因为受挫(未能实现电子游戏中的目标)而感到压力。当今流行的电子游戏类型之一是多人在线竞技游戏(MOBA)。这种MOBA游戏具有较高的复杂性,对玩家来说更具挑战性,所以这种类型的游戏适合进行研究,看看游戏中的哪些事件会给玩家带来压力。这项研究的目的是利用认知人体工程学方法来评估玩电子游戏时的压力,看看游戏中的哪些特征会增加压力。本研究的方法是平均功率的频率分析,不对称性,α / β比和θ / β比。使用被调查者在玩DOTA 2时的脑电图数据进行频率分析。根据本研究的结果,有一些条件会影响和不影响新手和经验丰富的玩家的压力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Stress Emotion Evaluation in Multiplayer Online Battle Arena (MOBA) Video Game Related to Gaming Rules Using Electroencephalogram (EEG)
One of the functions of playing video games is place for entertainment, but there are also people become stress while playing video games because of frustration (fail to achieve objective in video games). One of video games genre that nowadays is popular is Multi Player Online Battle Arena (MOBA). This MOBA games have high complexity and more challenging for player, so this genre is suitable for this research to see what in game events that makes player's stress. This research objective is to evaluate stress when playing video games using cognitive ergonomic approach to see what in-game characteristic that increase stress. Methods for this research are frequency analysis from average power, asymmetry, and alpha/beta ratio also theta/beta ratio. Frequency Analysis is conducted by using electroencephalogram data from respondent while playing DOTA 2. Based on result of this research, there are some conditions that affect and did not affect to player's stress to both experienced and first time player.
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