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Classification of Gamers Using Multiple Physiological Signals: Distinguishing Features of Internet Gaming Disorder
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 ha...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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Frontiers Media S.A.
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8498337/ https://www.ncbi.nlm.nih.gov/pubmed/34630223 http://dx.doi.org/10.3389/fpsyg.2021.714333 |
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author | Ha, Jihyeon Park, Sangin Im, Chang-Hwan Kim, Laehyun |
author_facet | Ha, Jihyeon Park, Sangin Im, Chang-Hwan Kim, Laehyun |
author_sort | Ha, Jihyeon |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-8498337 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-84983372021-10-09 Classification of Gamers Using Multiple Physiological Signals: Distinguishing Features of Internet Gaming Disorder Ha, Jihyeon Park, Sangin Im, Chang-Hwan Kim, Laehyun Front Psychol Psychology 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. Frontiers Media S.A. 2021-09-24 /pmc/articles/PMC8498337/ /pubmed/34630223 http://dx.doi.org/10.3389/fpsyg.2021.714333 Text en Copyright © 2021 Ha, Park, Im and Kim. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology Ha, Jihyeon Park, Sangin Im, Chang-Hwan Kim, Laehyun 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 |
title_full | Classification of Gamers Using Multiple Physiological Signals: Distinguishing Features of Internet Gaming Disorder |
title_fullStr | Classification of Gamers Using Multiple Physiological Signals: Distinguishing Features of Internet Gaming Disorder |
title_full_unstemmed | Classification of Gamers Using Multiple Physiological Signals: Distinguishing Features of Internet Gaming Disorder |
title_short | Classification of Gamers Using Multiple Physiological Signals: Distinguishing Features of Internet Gaming Disorder |
title_sort | classification of gamers using multiple physiological signals: distinguishing features of internet gaming disorder |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8498337/ https://www.ncbi.nlm.nih.gov/pubmed/34630223 http://dx.doi.org/10.3389/fpsyg.2021.714333 |
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