International Conference on Circuits, Communication, Control and Computing 2014
DOI: 10.1109/cimca.2014.7057749
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Stress analysis of a computer game player using electroencephalogram

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Cited by 12 publications
(10 citation statements)
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“…For instance, electroencephalography (EEG) has been employed to analyse stress in computer game players [5]. Physiological signals are employed to analyse the learning outcome of digital games [6].…”
Section: Introductionmentioning
confidence: 99%
“…For instance, electroencephalography (EEG) has been employed to analyse stress in computer game players [5]. Physiological signals are employed to analyse the learning outcome of digital games [6].…”
Section: Introductionmentioning
confidence: 99%
“…Electrophysiological methods provide an objective, continuous, and impartial measure for analyzing the player experience [29].EEG has significantly gained importance in GUR and is shown to be an effective tool in the game studies [20]. For instance, EEG was found to be useful in differentiating the stressed and relaxed states of the game player during the racing and first-person shooter games [21]. Moreover, the level of motivation and relaxation in the game players was investigated using the EEG data [29,30].…”
Section: Related Workmentioning
confidence: 99%
“…Physiological measures electrocardiography (ECG) [15], electromyography (EMG) [16], electrodermal activity (EDA) [15,17], and electroencephalography (EEG), are significantly gaining importance in GUR [18][19][20][21]. In particular, games that provide adaptive features in response to brain signals are known as neurofeedback games.The usability of physiological measures in the game design of neurofeedback games has been demonstrated using well-designed experiments [22].…”
Section: Introductionmentioning
confidence: 99%
“…Scheirer et al [14] Skin conductivity, blood pressure and mouse patterns for affective analysis Sakurazawa et al [15] Skin conductance response as emotional state detector Mandryk et al [16][17][18][19] Efficiency of several physiological measures Hazlett and L. [20] Facial electromyography Nacke and Lindley [21], Nacke et al [22,23] Multiple measures and flow between affective states Perez Martínez et al [24] Generality of physiological features Ravaja et al [25], Drachen et al [26], Levillain et al [27], Wu and Lin [28], Gualeni et al [29], Vachiratamporn et al [30], Martey et al [31], Abhishek and Suma [32], Landowska and Wróbel [33], Li et al [34] Applications of physiological measures Giakoumis et al [35] Automated boredom detection Chanel et al [36,37], Nogueira et al [38] Machine-learning classifiers for emotional states Jones and Sutherland [39] Emotion detection from player's voice Garner and Grimshaw [40], Nacke et al [41], Nacke and Grimshaw [42] Effect of the sound in players' fear level Christy and Kuncheva [43] Computer mouse with affective detection Going a step further, Nacke and Lindley [21], Nacke et al [22,23] studied how to measure the global player experience while playing a game analysing the same physiological metrics as before: electromyography, electrodermal activity and so on. Regarding the player experience, the authors measured the flow between varied affective states, such as anxiety, apathy and boredom.…”
Section: Paper(s) Topicmentioning
confidence: 99%
“…There are many other papers that use and study those physiological factors as well, although they describe primarily the application of these factor to varied games and/or learning methods: Ravaja et al [25], Drachen et al [26], Levillain et al [27], Wu and Lin [28], Gualeni et al [29], Vachiratamporn et al [30], Martey et al [31], Abhishek and Suma [32], Landowska and Wróbel [33], Li et al [34], Giakoumis et al [35] with the automated boredom detection, Chanel et al [36,37] presenting a classifier for emotional classes, and Nogueira et al [38] with a classifier of different levels of arousal and valence.…”
Section: Paper(s) Topicmentioning
confidence: 99%