scholarly journals EEG in game user analysis: A framework for expertise classification during gameplay

PLoS ONE ◽  
2021 ◽  
Vol 16 (6) ◽  
pp. e0246913
Author(s):  
Tehmina Hafeez ◽  
Sanay Muhammad Umar Saeed ◽  
Aamir Arsalan ◽  
Syed Muhammad Anwar ◽  
Muhammad Usman Ashraf ◽  
...  

Video games have become a ubiquitous part of demographically diverse cultures. Numerous studies have focused on analyzing the cognitive aspects involved in game playing that could help in providing an optimal gaming experience by improving video game design. To this end, we present a framework for classifying the game player’s expertise level using wearable electroencephalography (EEG) headset. We hypothesize that expert and novice players’ brain activity is different, which can be classified using frequency domain features extracted from EEG signals of the game player. A systematic channel reduction approach is presented using a correlation-based attribute evaluation method. This approach lead us in identifying two significant EEG channels, i.e., AF3 and P7, among fourteen channels available in Emotiv EPOC headset. In particular, features extracted from these two EEG channels contributed the most to the video game player’s expertise level classification. This finding is validated by performing statistical analysis (t-test) over the extracted features. Moreover, among multiple classifiers used, K-nearest neighbor is the best classifier in classifying game player’s expertise level with a classification accuracy of up to 98.04% (without data balancing) and 98.33% (with data balancing).

2021 ◽  
Author(s):  
Tehmina Hafeez ◽  
Sanay Muhammad Umar Saeed ◽  
Aamir Arsalan ◽  
Syed Muhammad Anwar ◽  
Muhammad Usman Ashraf ◽  
...  

AbstractVideo games have become a ubiquitous part of demographically diverse cultures. Numerous studies have focused on analyzing the cognitive aspects involved in game playing that could help provide an optimal gaming experience level by improving video game design. To this end, we present a framework for classifying the game player’s expertise level using wearable electroencephalography (EEG) headset. We hypothesize that expert/novice players’ brain activity is different, which can be classified using the frequency domain features extracted from EEG signals of the game player. A systematic channel reduction approach is presented using a correlation-based attribute evaluation method. This approach identifies two significant EEG channels, i.e., AF3 and P7, from the Emotiv EPOC headset’s fourteen channels. The features extracted from these EEG channels contribute the most to the video game player’s expertise level classification. This finding is validated by performing statistical analysis (t-test) over the extracted features. Moreover, among multiple classifiers used, K-nearest neighbor is the best classifier in classifying the game player’s expertise level with up to 98.04% classification accuracy.Author summaryTehmina Hafeez ROLES Investigation, Writing – original draft * E-mail: [email protected] AFFILIATION Department of Computer Engineering, University of Engineering and Technology, Taxila, 47050, Pakistan.Sanay Muhammad Umar Saeed (Corresponding author) ROLES Conceptualization, Writing – review editing * E-mail: [email protected] AFFILIATION Department of Computer Engineering, University of Engineering and Technology, Taxila, 47050, Pakistan.Aamir Arsalan ROLES Methodology, Writing – review editing * E-mail: [email protected] AFFILIATION Department of Computer Engineering, University of Engineering and Technology, Taxila, 47050, Pakistan.Syed Muhammad Anwar ROLES Validation, Writing – review editing * E-mail: [email protected] AFFILIATION Department of Software Engineering, University of Engineering and Technology, Taxila, 47050, Pakistan.Muhammad Usman Ashraf (Corresponding author) ROLES Validation, Writing – review editing * E-mail: [email protected] AFFILIATION Department of Computer Science, University of management and Technology, Lahore (Sialkot), 51040, Pakistan.Khalid Alsubhi ROLES Conceptualization, Writing – review editing AFFILIATION Department of Computer Science, King Abdul Aziz University, Jeddah, Saudi Arabia.


2021 ◽  
pp. 193229682110175
Author(s):  
Valéria de Cássia Sparapani ◽  
Sidney Fels ◽  
Noreen Kamal ◽  
Rebecca Ortiz La Banca ◽  
Lucila Castanheira Nascimento

Background: Video games are interactive technologies able to support children in health promotion, behavior changes, and chronic disease self-management. The use of health behavior change determinants in video game design can increase its effectiveness. This study describes the process of designing a video game for Brazilian children with T1D clarifying the use of health behavior change determinants that may influence self-management behaviors. Methods: This was a methodological study based on health behavior change theories and the user-centered design approach. The results of a qualitative study conducted with children aged 7 to 12 years identified learning needs about knowledge on diabetes and self-care tasks which contribute to inappropriate behaviors. A Behavioral Diagnosis presented health behavior change determinants, capable of influencing children’s learning needs and behaviors, that were considered to design The Heroes of Diabetes—the power of knowledge. Results: The results presented the process of designing 4 mini games with its description and theory foundation to reach children’s lack of understanding about T1D, insulin’s role, SMBG requirements, food groups and physical activity’s role in glycemic control. Knowledge, goal settings, extrinsic and intrinsic motivation determinants were related with video games design features. Conclusions: The findings support the use of health behavior change determinants into video game design as a guide to achieve children learning needs and that might influence self-management behaviors.


Entropy ◽  
2021 ◽  
Vol 23 (3) ◽  
pp. 286
Author(s):  
Soheil Keshmiri

Recent decades have witnessed a substantial progress in the utilization of brain activity for the identification of stress digital markers. In particular, the success of entropic measures for this purpose is very appealing, considering (1) their suitability for capturing both linear and non-linear characteristics of brain activity recordings and (2) their direct association with the brain signal variability. These findings rely on external stimuli to induce the brain stress response. On the other hand, research suggests that the use of different types of experimentally induced psychological and physical stressors could potentially yield differential impacts on the brain response to stress and therefore should be dissociated from more general patterns. The present study takes a step toward addressing this issue by introducing conditional entropy (CE) as a potential electroencephalography (EEG)-based resting-state digital marker of stress. For this purpose, we use the resting-state multi-channel EEG recordings of 20 individuals whose responses to stress-related questionnaires show significantly higher and lower level of stress. Through the application of representational similarity analysis (RSA) and K-nearest-neighbor (KNN) classification, we verify the potential that the use of CE can offer to the solution concept of finding an effective digital marker for stress.


Author(s):  
Italo Felipe Capasso-Ballesteros ◽  
Fernando De la Rosa-Rosero

Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of programmers and video game artists, MaruGen allows the generation of agile video game prototypes in the Unity game engine. These prototypes can be analyzed by the entire workgroup to look for games with diverse complexities that make them attractive to their users. MaruGen is based on the expression of rules on elements of interest in video games and the rewriting mechanism using L-Systems for the generation of procedural content. MaruGen was evaluated in the construction of the Cubic Explorer video game and tested by gamers and video game developers during the Game Jam Ludum Dare 38.


Mechademia ◽  
2006 ◽  
Vol 1 (1) ◽  
pp. 78-85 ◽  
Author(s):  
Mark J. P. Wolf

Gamification ◽  
2015 ◽  
pp. 1991-2004
Author(s):  
Björn Strååt ◽  
Fredrik Rutz ◽  
Magnus Johansson

Usability evaluation tools in the form of heuristic lists can be very helpful in software development. In the field of video game design, researchers are continuously developing new heuristic tools aimed specifically at video game productions. However, through previous studies, the authors have found that even though these tools are frequent and common, design issues regularly appear in video games. This study examines whether video game heuristics are able to capture and evaluate softer values of video game interaction, based on the challenges, flow and immersion of gameplay. By conducting a heuristic evaluation on low scoring and high scoring games the authors manage to show which kind of design issues are most frequent in both high and low scoring games. As a further result of the study, two new heuristics are presented.


Author(s):  
Janna Jackson Kellinger

Most teachers only dream of their students spending the amount of motivation, attention, passion, and critical thinking on their classes that some do playing video games. Many teachers have thought “How can I compete with that?” as they confiscate a hand-held gaming device from a student. However, more and more teachers are incorporating video games into their curriculum, instead of banning them. This chapter argues that it is not just video games that can transform teaching, video game techniques can as well. By using video game design principles such as game stories and quests, teachers can restructure their teaching so students do not just learn the curriculum, they experience it. This chapter explores the research on using game-based teaching and learning with the Next Generation including how game-based teaching can be used to achieve 21st century goals as outlined by business leaders within 21st century educational constraints.


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