TY - GEN
T1 - Stress emotion evaluation in multiplayer online battle arena (MOBA) video game related to gaming rules using electroencephalogram (EEG)
AU - Saputra, Rendy
AU - Iqbal, Billy Muhamad
AU - Komarudin, null
N1 - Publisher Copyright:
© 2017 Association for Computing Machinery.
PY - 2017/11/12
Y1 - 2017/11/12
N2 - One of the functions of playing video games is place for entertainment, but there are also people become stress while playing video games because of frustration (fail to achieve objective in video games). One of video games genre that nowadays is popular is Multi Player Online Battle Arena (MOBA). This MOBA games have high complexity and more challenging for player, so this genre is suitable for this research to see what in game events that makes player's stress. This research objective is to evaluate stress when playing video games using cognitive ergonomic approach to see what in-game characteristic that increase stress. Methods for this research are frequency analysis from average power, asymmetry, and alpha/beta ratio also theta/beta ratio. Frequency Analysis is conducted by using electroencephalogram data from respondent while playing DOTA 2. Based on result of this research, there are some conditions that affect and did not affect to player's stress to both experienced and first time player.
AB - One of the functions of playing video games is place for entertainment, but there are also people become stress while playing video games because of frustration (fail to achieve objective in video games). One of video games genre that nowadays is popular is Multi Player Online Battle Arena (MOBA). This MOBA games have high complexity and more challenging for player, so this genre is suitable for this research to see what in game events that makes player's stress. This research objective is to evaluate stress when playing video games using cognitive ergonomic approach to see what in-game characteristic that increase stress. Methods for this research are frequency analysis from average power, asymmetry, and alpha/beta ratio also theta/beta ratio. Frequency Analysis is conducted by using electroencephalogram data from respondent while playing DOTA 2. Based on result of this research, there are some conditions that affect and did not affect to player's stress to both experienced and first time player.
KW - Cogntive ergonomics
KW - Electroencephalogram (EEG)
KW - Frequency analysis
KW - Multi player online battle arena (MOBA)
KW - Stress
UR - http://www.scopus.com/inward/record.url?scp=85041911921&partnerID=8YFLogxK
U2 - 10.1145/3168776.3168797
DO - 10.1145/3168776.3168797
M3 - Conference contribution
AN - SCOPUS:85041911921
T3 - ACM International Conference Proceeding Series
SP - 74
EP - 77
BT - Proceedings of the 2017 4th International Conference on Biomedical and Bioinformatics Engineering, ICBBE 2017
PB - Association for Computing Machinery
T2 - 4th International Conference on Biomedical and Bioinformatics Engineering, ICBBE 2017
Y2 - 12 November 2017 through 14 November 2017
ER -