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Classification of Gamers Using Multiple Physiological Signals: Distinguishing Features of Internet Gaming Disorder

Title
Classification of Gamers Using Multiple Physiological Signals: Distinguishing Features of Internet Gaming Disorder
Author
임창환
Keywords
internet gaming disorder; craving; electroencephalogram; addiction; electrooculogram; photoplethysmogram
Issue Date
2021-09
Publisher
FRONTIERS MEDIA SA
Citation
FRONTIERS IN PSYCHOLOGY, v. 12, article no. 714333, Page. 1-13
Abstract
The proliferating and excessive use of internet games has caused various comorbid diseases, such as game addiction, which is now a major social problem. Recently, the American Psychiatry Association classified “Internet gaming disorder (IGD)” as an addiction/mental disorder. Although many studies have been conducted on the diagnosis, treatment, and prevention of IGD, screening studies for IGD are still scarce. In this study, we classified gamers using multiple physiological signals to contribute to the treatment and prevention of IGD. Participating gamers were divided into three groups based on Young’s Internet Addiction Test score and average game time as follows: Group A, those who rarely play games; Group B, those who enjoy and play games regularly; and Group C, those classified as having IGD. In our game-related cue-based experiment, we obtained self-reported craving scores and multiple physiological data such as electrooculogram (EOG), photoplethysmogram (PPG), and electroencephalogram (EEG) from the users while they watched neutral (natural scenery) or stimulating (gameplay) videos. By analysis of covariance (ANCOVA), 13 physiological features (vertical saccadic movement from EOG, standard deviation of N-N intervals, and PNN50 from PPG, and many EEG spectral power indicators) were determined to be significant to classify the three groups. The classification was performed using a 2-layers feedforward neural network. The fusion of three physiological signals showed the best result compared to other cases (combination of EOG and PPG or EEG only). The accuracy was 0.90 and F-1 scores were 0.93 (Group A), 0.89 (Group B), and 0.88 (Group C). However, the subjective self-reported scores did not show a significant difference among the three groups by ANCOVA analysis. The results indicate that the fusion of physiological signals can be an effective method to objectively classify gamers.
URI
https://www.frontiersin.org/articles/10.3389/fpsyg.2021.714333/fullhttps://repository.hanyang.ac.kr/handle/20.500.11754/178054
ISSN
1664-1078
DOI
10.3389/fpsyg.2021.714333
Appears in Collections:
COLLEGE OF ENGINEERING[S](공과대학) > ELECTRICAL AND BIOMEDICAL ENGINEERING(전기·생체공학부) > Articles
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