Stress Emotion Evaluation in Battle Royale Game by Using Electroencephalogram

Muhammad Fikri Haekal, Boy Nurtjahyo Moch, Erlinda Muslim

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

With the development of the video game industry on mobile devices, it provides benefits for players because mobile devices have high accessibility for portability. One of the functions of playing games is entertainment where one example of playing a game can reduce stress due to cognitive fatigue after work, but there are also several types / genres of games that can increase stress on the players one example is in a violent game. One type of mobile games that are popular today are games with the battle royale genre and this type of game is also violent, so it is suitable to be used in this study to see what events are causing stress on players. This study aims to evaluate the level of stress when playing video games using an ergonomic approach to find out the events in the game that cause increased stress. The method used in this study is frequency analysis of the average beta wave power, asymmetry beta wave, and alpha / beta ratio as well as the theta / beta ratio, using data obtained from respondents' electroencephalogram measurements while playing a match of Playerunknown Battlegrounds Mobile (PUBGM) game. Based on research that has been done there are several conditions that have an influence and do not have an influence on stress levels both in players who have playing experience and beginners who do not have experience playing PUBG Mobile.

Original languageEnglish
Title of host publicationProceedings of the International Conference on Engineering and Information Technology for Sustainable Industry, ICONETSI 2020
PublisherAssociation for Computing Machinery
ISBN (Electronic)9781450387712
DOIs
Publication statusPublished - 28 Sep 2020
Event2020 International Conference on Engineering and Information Technology for Sustainable Industry, ICONETSI 2020 - Virtual, Online, Indonesia
Duration: 28 Sep 202029 Sep 2020

Publication series

NameACM International Conference Proceeding Series

Conference

Conference2020 International Conference on Engineering and Information Technology for Sustainable Industry, ICONETSI 2020
CountryIndonesia
CityVirtual, Online
Period28/09/2029/09/20

Keywords

  • Battle Royale
  • Electroencephalogram (EEG)
  • Frequency Analysis
  • Mobile Games
  • Stress

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