Analysis of Biosignals During Immersion in Computer Games

The number of computer game users is increasing as computers and various IT devices in connection with the Internet are commonplace in all ages. In this research, in order to find the relevance of behavioral activity and its associated biosignal, biosignal changes before and after as well as during...

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Published inJournal of medical systems Vol. 42; no. 1; pp. 3 - 9
Main Authors Yeo, Mina, Lim, Seokbeen, Yoon, Gilwon
Format Journal Article
LanguageEnglish
Published New York Springer US 01.01.2018
Springer Nature B.V
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ISSN0148-5598
1573-689X
1573-689X
DOI10.1007/s10916-017-0860-y

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Summary:The number of computer game users is increasing as computers and various IT devices in connection with the Internet are commonplace in all ages. In this research, in order to find the relevance of behavioral activity and its associated biosignal, biosignal changes before and after as well as during computer games were measured and analyzed for 31 subjects. For this purpose, a device to measure electrocardiogram, photoplethysmogram and skin temperature was developed such that the effect of motion artifacts could be minimized. The device was made wearable for convenient measurement. The game selected for the experiments was League of Legends™. Analysis on the pulse transit time, heart rate variability and skin temperature showed increased sympathetic nerve activities during computer game, while the parasympathetic nerves became less active. Interestingly, the sympathetic predominance group showed less change in the heart rate variability as compared to the normal group. The results can be valuable for studying internet gaming disorder.
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ISSN:0148-5598
1573-689X
1573-689X
DOI:10.1007/s10916-017-0860-y