Disparity in brain dynamics for video games played on small and large displays

A. Malik, A. A. Pauzi, D. Osman, R. N. H. R. Khairuddin
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引用次数: 6

Abstract

In this research, we investigated the differences in brain activity while the subjects played video game. Experiment was conducted with two screen sizes; a large screen (40-inch display) and a small screen (3.5-inch handheld game). A total of 28 subjects participated in the study where two groups of 14 subjects played video games on two different screen sizes. Prior to video game play, baseline electroencephalogram (EEG) data were recorded during eyes open (EO) resting condition for five minutes. While the subjects played video game, the data were collected using a 19-channel EEG machine. The analysis was made by comparing the EEG results of subjects playing video game with that of baseline data. In order to remove artefacts like eye blinking and eye movements, a pre-processing like filtering was performed to clean the data. The analysis was made by using three measures, i.e., absolute power, coherence and phase lag. The analysis was made on four main frequency bands. It was found that the brain was active in beta band as higher absolute power was observed in occipital, parietal frontal and motor regions while playing video game as compared to baseline condition. Also, the coherence results showed that these regions are well connected. Furthermore, faster communication was observed from phase lag result for these regions.
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在小屏幕和大屏幕上玩电子游戏时大脑动态的差异
在这项研究中,我们调查了受试者在玩电子游戏时大脑活动的差异。实验采用两种屏幕尺寸;一个大屏幕(40英寸显示器)和一个小屏幕(3.5英寸手持游戏)。共有28名受试者参与了这项研究,其中两组14名受试者在两种不同尺寸的屏幕上玩电子游戏。在玩电子游戏之前,记录在睁眼休息状态下的基线脑电图(EEG)数据。当受试者玩电子游戏时,数据是用19通道脑电图机收集的。通过将被试玩电子游戏的脑电图结果与基线数据进行对比分析。为了去除眨眼和眼球运动等伪影,对数据进行滤波等预处理。采用绝对功率、相干性和相位滞后三个指标进行分析。对四个主要频段进行了分析。研究发现,与基线条件相比,在玩电子游戏时,枕叶、顶叶额叶和运动区域的绝对功率更高,大脑在β波段活跃。相干性结果表明,这些区域之间具有良好的联系。此外,从相位滞后结果来看,这些区域的通信速度更快。
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