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dc.contributor.author임창환-
dc.date.accessioned2022-12-06T07:02:23Z-
dc.date.available2022-12-06T07:02:23Z-
dc.date.issued2021-09-
dc.identifier.citationFRONTIERS IN PSYCHOLOGY, v. 12, article no. 714333, Page. 1-13en_US
dc.identifier.issn1664-1078en_US
dc.identifier.urihttps://www.frontiersin.org/articles/10.3389/fpsyg.2021.714333/fullen_US
dc.identifier.urihttps://repository.hanyang.ac.kr/handle/20.500.11754/178054-
dc.description.abstractThe 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.en_US
dc.description.sponsorshipThis research was supported in part by the Institute of Information & Communications Technology Planning & Evaluation (IITP) grant funded by the Korean government (MSIT) (2017-0-00432, Development of non-invasive integrated BCI SW platform to control home appliances and external devices by users thought via AR/VR interface).en_US
dc.languageenen_US
dc.publisherFRONTIERS MEDIA SAen_US
dc.source83001_임창환.pdf-
dc.subjectinternet gaming disorderen_US
dc.subjectcravingen_US
dc.subjectelectroencephalogramen_US
dc.subjectaddictionen_US
dc.subjectelectrooculogramen_US
dc.subjectphotoplethysmogramen_US
dc.titleClassification of Gamers Using Multiple Physiological Signals: Distinguishing Features of Internet Gaming Disorderen_US
dc.typeArticleen_US
dc.relation.volume12-
dc.identifier.doi10.3389/fpsyg.2021.714333en_US
dc.relation.page1-13-
dc.relation.journalFRONTIERS IN PSYCHOLOGY-
dc.contributor.googleauthorHa, Jihyeon-
dc.contributor.googleauthorPark, Sangin-
dc.contributor.googleauthorIm, Chang-Hwan-
dc.contributor.googleauthorKim, Laehyun-
dc.sector.campusS-
dc.sector.daehak공과대학-
dc.sector.department바이오메디컬공학전공-
dc.identifier.pidich-


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