2015
DOI: 10.1016/j.entcom.2015.03.001
|View full text |Cite
|
Sign up to set email alerts
|

Modality specific assessment of video game player’s experience using the Emotiv

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

5
31
0
2

Year Published

2016
2016
2023
2023

Publication Types

Select...
5
4
1

Relationship

1
9

Authors

Journals

citations
Cited by 90 publications
(38 citation statements)
references
References 57 publications
5
31
0
2
Order By: Relevance
“…High intensity events, such as the death of the VG character, were associated with increased beta and gamma power when compared with general gameplay (McMahan et al, 2015). …”
Section: Discussionmentioning
confidence: 99%
“…High intensity events, such as the death of the VG character, were associated with increased beta and gamma power when compared with general gameplay (McMahan et al, 2015). …”
Section: Discussionmentioning
confidence: 99%
“…We used a high-resolution sixteen sensor / fourteen channel EEG monitor configured to sample at 128 Hertz with a 16-bit resolution (EMOTIV Inc, San Francisco, USA) (Aspinall et al, 2013;Badcock et al, 2015;McMahan et al, 2015;Prause et al, 2016;Yu and Sim, 2016).…”
Section: Data Acquisitionmentioning
confidence: 99%
“…However, the approach only measures how certain objectives are achieved during game play for classification, which is a subjective measure. In [21], an analysis of the experience of a video game player is presented based on recorded EEG signals and shows that wearable EEG devices can be used for game analytics and to differentiate various cognitive processes.…”
Section: Introductionmentioning
confidence: 99%