Classification of Video Game Player Experience Using Consumer-Grade Electroencephalography

A growing body of literature has emerged that demonstrates the potential of neurogaming platforms for interfacing with well-known video games. With the recent convergence of advances in consumer electronics, ubiquitous computing, and wearable sensor technologies real-time monitoring of neurocognitive and affective states can be studied in an objective manner. Whilst establishing the optimal relation among frequency bands, task engagement, and arousal states is a goal of neurogaming, a standardized method has yet to be established. Herein we aimed to test classifiers within the same context, group of participants, feature extraction methods, and protocol. Given the emphasis upon neurogaming, a commercial-grade electroencephalographic (EEG; Emotiv EPOC) headset was used to collect signals from 30 participants. The EEG data was then filtered to get separate frequency bands to train cognitive-affective classifiers with three classification techniques: Support Vector Machines (SVM), Naive Bayes (NB), and k-Nearest Neighbors (kNN). Results revealed that the NB classifier was the most robust classifier for identifying negative (e.g., character death) gamebased events. The identification of general gameplay events is best identified using kNN and the Beta band. Results from this study suggest that a combination of classifiers is preferable over selection of a single classifier.

[1]  Eric Leuthardt,et al.  An EEG-based brain computer interface for rehabilitation and restoration of hand control following stroke using ipsilateral cortical physiology , 2011, 2011 Annual International Conference of the IEEE Engineering in Medicine and Biology Society.

[2]  Michelle N. Lumicao,et al.  EEG correlates of task engagement and mental workload in vigilance, learning, and memory tasks. , 2007, Aviation, space, and environmental medicine.

[3]  Kristian Lukander,et al.  Estimating Brain Load from the EEG , 2009, TheScientificWorldJournal.

[4]  Mandeep Singh,et al.  Emotion Recognition along Valence Axis Using E , 2013 .

[5]  L. Schmidt,et al.  Cross-regional cortical synchronization during affective image viewing , 2010, Brain Research.

[6]  Rosa María Baños,et al.  How the physical similarity of avatars can influence the learning of emotion regulation strategies in teenagers , 2015, Comput. Hum. Behav..

[7]  G. McArthur,et al.  Validation of the Emotiv EPOC® EEG gaming system for measuring research quality auditory ERPs , 2013, PeerJ.

[8]  Leontios J. Hadjileontiadis,et al.  Emotion Recognition From EEG Using Higher Order Crossings , 2010, IEEE Transactions on Information Technology in Biomedicine.

[9]  Angelo Gemignani,et al.  The dynamics of EEG gamma responses to unpleasant visual stimuli: From local activity to functional connectivity , 2012, NeuroImage.

[10]  T. Parsons Virtual Reality for Enhanced Ecological Validity and Experimental Control in the Clinical, Affective and Social Neurosciences , 2015, Front. Hum. Neurosci..

[11]  Bao-Liang Lu,et al.  EEG-based emotion recognition during watching movies , 2011, 2011 5th International IEEE/EMBS Conference on Neural Engineering.

[12]  T. Parsons,et al.  Brain–computer interface targeting non-motor functions after spinal cord injury: a case report , 2015, Spinal Cord.

[13]  Michael E. Smith,et al.  Neurophysiologic monitoring of mental workload and fatigue during operation of a flight simulator , 2005, SPIE Defense + Commercial Sensing.

[14]  L. Aftanas,et al.  Affective picture processing: event-related synchronization within individually defined human theta band is modulated by valence dimension. , 2001, Neuroscience Letters.

[15]  Cláudio T. Silva,et al.  A User Study of Visualization Effectiveness Using EEG and Cognitive Load , 2011, Comput. Graph. Forum.

[16]  Stephen H. Fairclough,et al.  A research agenda for physiological computing , 2004, Interact. Comput..

[17]  Anton Nijholt,et al.  Turning Shortcomings into Challenges: Brain-Computer Interfaces for Games , 2009, INTETAIN.

[18]  M. Balconi,et al.  Brain oscillations and BIS/BAS (behavioral inhibition/activation system) effects on processing masked emotional cues. ERS/ERD and coherence measures of alpha band. , 2009, International journal of psychophysiology : official journal of the International Organization of Psychophysiology.

[19]  R. Barry,et al.  Covariation of EEG Synchronization and Emotional State as Modified by Anxiolytics , 2011, Journal of clinical neurophysiology : official publication of the American Electroencephalographic Society.

[20]  Louise Venables,et al.  The influence of task demand and learning on the psychophysiological response. , 2005, International journal of psychophysiology : official journal of the International Organization of Psychophysiology.

[21]  S. Fairclough,et al.  Prediction of subjective states from psychophysiology: A multivariate approach , 2006, Biological Psychology.

[22]  Dat Tran,et al.  Emotion Recognition Using the Emotiv EPOC Device , 2012, ICONIP.

[23]  Chi Thanh Vi,et al.  Detecting error-related negativity for interaction design , 2012, CHI.

[24]  R. Hari,et al.  Cortical control of human motoneuron firing during isometric contraction. , 1997, Journal of neurophysiology.

[25]  Jonas Heide Smith,et al.  Understanding Video Games: The Essential Introduction , 2008 .

[26]  James L. Szalma,et al.  The future of neuroergonomics , 2003 .

[27]  Olga Sourina,et al.  A Fractal-based Algorithm of Emotion Recognition from EEG using Arousal-Valence Model , 2011, BIOSIGNALS.

[28]  M. Balconi,et al.  EEG correlates (event-related desynchronization) of emotional face elaboration: A temporal analysis , 2006, Neuroscience Letters.

[29]  L. Pessoa On the relationship between emotion and cognition , 2008, Nature Reviews Neuroscience.

[30]  Ehsan Tarkesh Esfahani,et al.  Classification of primitive shapes using brain-computer interfaces , 2012, Comput. Aided Des..

[31]  Nadia Bianchi-Berthouze,et al.  Does Body Movement Engage You More in Digital Game Play? and Why? , 2007, ACII.

[32]  H. Freud Emotional Design Why We Love Or Hate Everyday Things , 2016 .

[33]  Ian H. Gotlib,et al.  Frontal EEG Alpha Asymmetry, Depression, and Cognitive Functioning , 1998 .

[34]  Pasin Israsena,et al.  Real-Time EEG-Based Happiness Detection System , 2013, TheScientificWorldJournal.

[35]  Erik W. Anderson,et al.  Towards Development of a Circuit Based Treatment for Impaired Memory: A Multidisciplinary Approach , 2007, 2007 3rd International IEEE/EMBS Conference on Neural Engineering.

[36]  Girish Kumar Singh,et al.  A new approach for utilisation of single ERP to control multiple commands in BCI , 2014 .

[37]  Matthew S Cain,et al.  Action video game experience reduces the cost of switching tasks , 2012, Attention, Perception, & Psychophysics.

[38]  Ghada Al-Hudhud Affective command-based control system integrating brain signals in commands control systems , 2014, Comput. Hum. Behav..

[39]  Anton Nijholt,et al.  Experiencing BCI Control in a Popular Computer Game , 2013, IEEE Transactions on Computational Intelligence and AI in Games.

[40]  Pasin Israsena,et al.  Emotion classification using minimal EEG channels and frequency bands , 2013, The 2013 10th International Joint Conference on Computer Science and Software Engineering (JCSSE).

[41]  Miyoung Kim,et al.  A Review on the Computational Methods for Emotional State Estimation from the Human EEG , 2013, Comput. Math. Methods Medicine.

[42]  Thomas D. Parsons,et al.  Modality specific assessment of video game player's experience using the Emotiv , 2015, Entertain. Comput..

[43]  Thierry Dutoit,et al.  A P300-based Quantitative Comparison between the Emotiv Epoc Headset and a Medical EEG Device , 2012, BioMed 2012.

[44]  M. Murugappan,et al.  Human emotion classification using wavelet transform and KNN , 2011, 2011 International Conference on Pattern Analysis and Intelligence Robotics.

[45]  Urbano Nunes,et al.  Playing Tetris with non-invasive BCI , 2011, 2011 IEEE 1st International Conference on Serious Games and Applications for Health (SeGAH).

[46]  Thomas D. Parsons,et al.  Adaptive virtual environments for neuropsychological assessment in serious games , 2012, IEEE Transactions on Consumer Electronics.

[47]  Lennart E. Nacke,et al.  Wiimote vs. controller: electroencephalographic measurement of affective gameplay interaction , 2010, Future Play.

[48]  A. Pope,et al.  Biocybernetic system evaluates indices of operator engagement in automated task , 1995, Biological Psychology.

[49]  G. Matthews,et al.  EEG Indices to Time-On-Task Effects and to a Workload Manipulation (Cueing) , 2011 .

[50]  Yuan-Pin Lin,et al.  EEG-Based Emotion Recognition in Music Listening , 2010, IEEE Transactions on Biomedical Engineering.

[51]  Anton Nijholt,et al.  Affective Pacman: A Frustrating Game for Brain-Computer Interface Experiments , 2009, INTETAIN.

[52]  Mohammad Soleymani,et al.  Short-term emotion assessment in a recall paradigm , 2009, Int. J. Hum. Comput. Stud..

[53]  Niklas Ravaja,et al.  Oscillatory Brain Responses Evoked by Video Game Events: The Case of Super Monkey Ball 2 , 2007, Cyberpsychology Behav. Soc. Netw..

[54]  Bao-Liang Lu,et al.  Emotion classification based on gamma-band EEG , 2009, 2009 Annual International Conference of the IEEE Engineering in Medicine and Biology Society.

[55]  Rabab K Ward,et al.  A survey of signal processing algorithms in brain–computer interfaces based on electrical brain signals , 2007, Journal of neural engineering.

[56]  D. Hodgson Half-Life 2 , 2004 .

[57]  Sergio Giraldo,et al.  Brain-Activity-Driven Real-Time Music Emotive Control , 2013 .

[58]  R. Davidson Anterior cerebral asymmetry and the nature of emotion , 1992, Brain and Cognition.

[59]  Kasia Muldner,et al.  Utilizing sensor data to model students' creativity in a digital environment , 2015, Comput. Hum. Behav..

[60]  M Congedo,et al.  A review of classification algorithms for EEG-based brain–computer interfaces , 2007, Journal of neural engineering.

[61]  F. Freeman,et al.  Evaluation of an adaptive automation system using three EEG indices with a visual tracking task , 1999, Biological Psychology.

[62]  Matthias M. Müller,et al.  Processing of affective pictures modulates right-hemispheric gamma band EEG activity , 1999, Clinical Neurophysiology.

[63]  Rosa Gil,et al.  Emotions ontology for collaborative modelling and learning of emotional responses , 2015, Comput. Hum. Behav..

[64]  Lennart E. Nacke,et al.  Electroencephalographic Assessment of Player Experience , 2011 .

[65]  Genevieve McArthur,et al.  Does combing the scalp reduce scalp electrode impedances? , 2010, Journal of Neuroscience Methods.

[66]  F. Yamada Frontal midline theta rhythm and eyeblinking activity during a VDT task and a video game: useful tools for psychophysiology in ergonomics. , 1998, Ergonomics.