Dhanu Kurnia Utama, Adhi Dharma Wibawa, Lutfi Hakim, M. Purnomo
{"title":"玩家在愤怒情绪下玩电子游戏时的脉搏率模式","authors":"Dhanu Kurnia Utama, Adhi Dharma Wibawa, Lutfi Hakim, M. Purnomo","doi":"10.1109/IES50839.2020.9231826","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":344685,"journal":{"name":"2020 International Electronics Symposium (IES)","volume":"48 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Pulse Rate Pattern For Gamers during Playing Video Game in Angry Emotion\",\"authors\":\"Dhanu Kurnia Utama, Adhi Dharma Wibawa, Lutfi Hakim, M. Purnomo\",\"doi\":\"10.1109/IES50839.2020.9231826\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":344685,\"journal\":{\"name\":\"2020 International Electronics Symposium (IES)\",\"volume\":\"48 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2020 International Electronics Symposium (IES)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/IES50839.2020.9231826\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 International Electronics Symposium (IES)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IES50839.2020.9231826","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Pulse Rate Pattern For Gamers during Playing Video Game in Angry Emotion
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.