Citation: Proceedings of the 2018 Federated Conference on Computer Science and Information Systems, M. Ganzha, L. Maciaszek, M. Paprzycki (eds). ACSIS, Vol. 15, pages 913–917 (2018)
Abstract. Computer games represent a very popular form of entertainment. Therefore, playing games became an object of interest for researchers. The research on the brain activity of players when playing a game is an experimental contribution to the neurophysiology of the central nervous system, and it also supports marketing research. Devices that register electromagnetic waves generated by the brain, e.g. EEG (Electroencephalography) can be used by psychologists studying the impact of games on users when the game. Our goal was to analyze emotion changes while playing video games, based on EEG signal registered with EMOTIV EPOC headset, and identify the strongest emotions accompanying the game. We also wanted to link emotions to particular elements of the game. Game developers, especially educational and therapeutic, can use the outcomes of this work in practical implementation of the brain-computer interfaces in their products, in order to create better and more engaging games.
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