For the emerging significance of mental stress, various research directives have been established over time to better understand the causes of stress and how to deal with it. In recent years, the rise of video gameplay is unprecedented, further triggered by the lockdown imposed due to the COVID-19 pandemic. This paper presents an end-to-end stress analysis for video gaming stimuli using EEG. The PSD value of the Alpha and Beta bands is computed to calculate the Beta-to-Alpha ratio (BAR). In this article, BAR is used to denote mental stress. Subjects are chosen based on various factors such as gender, gameplay experience, age, and BMI. EEG is recorded using Scan SynAmps2 Express equipment. There are three types of video gameplay: strategic, puzzle, and combinational. Relaxation is accomplished in this study by the use of music of various pitches. Two types of regression analysis are done to mathematically model stress and relaxation curve. Brain topography is rendered to indicate the stressed and relaxed region of the brain. In the relaxed state, the subjects have BAR 0.701, which is considered the baseline value. Non-gamer subjects have an average BAR of 2.403 for 1 hour of strategic video gameplay, whereas gamers have 2.218 BAR concurrently. After 12 minutes of listening to low-pitch music, gamers achieved 0.709 BAR, which is nearly the baseline value. In comparison to Quartic regression, the 4PL symmetrical sigmoid function performs regression analysis with fewer parameters and computational power.
翻译:对于精神压力的新兴意义,随着时间的推移,已经制定了各种研究指令,以更好地了解压力的原因和如何应对压力。近年来,视频游戏的兴起是前所未有的,由于COVID-19大流行造成的锁定,进一步触发了视频游戏的兴起。本文为使用 EEG 的视频游戏模拟游戏提供了端到端的压力分析。阿尔法和贝塔波段的私营部门司币值是用来计算Beta-Alpha比率(BAR)的。在本篇文章中,BAR被用来表示精神压力。选择对象的依据是性别、游戏经验、年龄和BMI等各种参数。EEEG是用Scan Synamps2快车设备记录的。有三种类型的视频游戏游戏游戏播放:战略、拼图和组合。本研究中,通过使用各种曲子的音乐实现了放松。两种回归分析是数学模型压力和放松曲线。大脑地形分析显示的是压力和放松的大脑区域。在宽松的状态下,对象有BAR 0.701,其实验对象有S 2.201的基线功能,而后,其基本是2的数值为S 2.10 。