Research on Emotional Cognition of Game Players Based on Functional Brain Network

EEG emotion recognition based on audio and video stimulation has made some progress, but there are few researches on EEG emotion recognition based on video game stimulation. Video games, due to their high interactivity, can be an effective emotion recognition tool. Therefore, this paper uses four types of games that represent 4 different emotions (high arousal positive valence, high arousal negative valence, low arousal positive valence, low arousal negative valence) and collects the EEG signals of 15 subjects during the game. For EEG feature extraction, this paper extracted five functional brain network features, namely Pearson correlation coefficient, phase-lock value, phase lag index, Granger causality and mutual information. The results show that the combination of CNN model and the phase-locked value feature of beta band has the best classification effect, and the average accuracy of each subject is reached 93.86%. In addition, it is found through visualization that the emotion-generating regions based on video games are mainly concentrated in the frontal and occipital lobes of the brain.

Authors

Institutions

Publication Details

Published
2024-08-04
DOI
https://doi.org/10.1109/icma61710.2024.10633194
Primary Topic
Ideological and Political Education
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Research on Emotional Cognition of Game Players Based on Functional Brain Network

Xuewen Zhao, Zhongli Bai, Yu Song, Junchi Wang
Ideological and Political Education
article

Research on Emotional Cognition of Game Players Based on Functional Brain Network

Xuewen Zhao, Zhongli Bai, Yu Song, Junchi Wang
article en

Abstract

EEG emotion recognition based on audio and video stimulation has made some progress, but there are few researches on EEG emotion recognition based on video game stimulation. Video games, due to their high interactivity, can be an effective emotion recognition tool. Therefore, this paper uses four types of games that represent 4 different emotions (high arousal positive valence, high arousal negative valence, low arousal positive valence, low arousal negative valence) and collects the EEG signals of 15 subjects during the game. For EEG feature extraction, this paper extracted five functional brain network features, namely Pearson correlation coefficient, phase-lock value, phase lag index, Granger causality and mutual information. The results show that the combination of CNN model and the phase-locked value feature of beta band has the best classification effect, and the average accuracy of each subject is reached 93.86%. In addition, it is found through visualization that the emotion-generating regions based on video games are mainly concentrated in the frontal and occipital lobes of the brain.

Tianjin University of Technology (CN)
Tianjin University
Quality Education
Openalex Percentile: Top 82%
Ideological and Political Education
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.