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Pulse Rate Pattern For Gamers during Playing Video Game in Angry Emotion

机译:愤怒情绪中的电子游戏玩家在游戏中的脉搏模式

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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.
机译:玩计算机游戏往往比情感更能决定或驱动情感,这是由于游戏算法影响了玩家的行为。通常,开发游戏的最初概念是游戏如何使人们上瘾。玩此类游戏经常会导致的结果之一是玩家之间的愤怒情绪。然而,生气是人类的不良情绪之一,会导致健康状况恶化。因此,本研究试图提供有关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。所选游戏已通过对游戏开发者社区的调查作为可以引发愤怒情绪的游戏进行了验证。在这项研究中,有12名受试者通过玩选择的游戏自愿参加了实验。在测量过程中使用了脉搏率传感器。来自每个受试者的脉搏率数据具有两个阶段:基线阶段(预刺激)和演奏阶段(刺激中)。每次测量后,要求受试者填写问卷以了解其愤怒程度。这是我们确认脉搏率结果的方式。用于获得脉搏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那两个参数,以找出基线阶段和游戏阶段之间的重要性。结果表明,当受试者从问卷中确认在玩游戏时感到生气时,图形可视化中的脉搏率信号增加,配对t检验的差异显着。一些受试者显示出脉搏速率显着高的增加。这项研究得出的结论是,某些游戏会增加心脏病发作或其他心脏病的风险。

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