TY - GEN
T1 - Pulse rate pattern for gamers during playing video game in angry emotion
AU - Utama, Dhanu Kurnia
AU - Dharma Wibawa, Adhi
AU - Hakim, Lutfi
AU - Purnomo, Mauridhi Hery
N1 - Publisher Copyright:
© 2020 IEEE.
PY - 2020/9
Y1 - 2020/9
N2 - 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.
AB - 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.
KW - Anger emotions
KW - Gaming
KW - Graph visualization
KW - Pattern recognition
KW - Pulse rate
UR - http://www.scopus.com/inward/record.url?scp=85096792497&partnerID=8YFLogxK
U2 - 10.1109/IES50839.2020.9231826
DO - 10.1109/IES50839.2020.9231826
M3 - Conference contribution
AN - SCOPUS:85096792497
T3 - IES 2020 - International Electronics Symposium: The Role of Autonomous and Intelligent Systems for Human Life and Comfort
SP - 450
EP - 455
BT - IES 2020 - International Electronics Symposium
A2 - Yunanto, Andhik Ampuh
A2 - Hermawan, Hendhi
A2 - Mu'arifin, Mu'arifin
A2 - Muliawati, Tri Hadiah
A2 - Putra, Putu Agus Mahadi
A2 - Gamar, Farida
A2 - Ridwan, Mohamad
A2 - Kusuma N, Artiarini
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2020 International Electronics Symposium, IES 2020
Y2 - 29 September 2020 through 30 September 2020
ER -