Esports gaming is an area in which videogame players need to cooperate and compete with each other, influencing their cognitive load, processing, stress, and as well as social skills. Here it is unknown to which extent traditional videogame play (with a desktop setting) can affect the physiological responses of players' autonomic nervous system. For such, we propose a study where we have measured distinct electrodermal and cardiac activity metrics over competitive players during several League of Legends gameplay sessions. We mainly found that game performance (whether winning or losing the game) significantly affects both EDA and ECG, where players who lost the game showed higher stress-related physiological responses, as compared to winning players. We also found that important specific in-game events such as "Killing", "Dying" or "Destroying Turret" significantly increased both electrodermal and cardiac activity over players more than other less-relevant events such as "Placing Wards" or "Destroying Turret Plates". Finally, by analyzing activity on player roles we found different trends of activity on these measurements, that may foster the exploration of esports gaming effects on human physiology in future studies.
翻译:Esport Esport 游戏是一个游戏游戏玩家需要相互合作和竞争的领域, 影响他们的认知负荷、 处理、 压力以及社交技能。 这里还不知道传统游戏游戏( 带有桌面设置) 在多大程度上会影响玩家自控神经系统的生理反应。 对此, 我们提议进行一项研究, 我们测量了在几个传说游戏联盟的游戏会话中与竞争玩家相比不同的电极和心脏活动度量。 我们主要发现, 游戏表演( 无论是赢还是输) 严重影响 EDA 和 ECG, 失去游戏的玩家与赢家相比, 表现出与压力有关的生理反应。 我们还发现, 重要的游戏中事件, 如“ 捕捉”、“ 拨” 或“ 摧毁图雷特” 等, 会大大地增加了玩家的电极和心脏活动, 比其他不太相关的事件( 如“ 挂篮子” 或“ 击败 Turret Plates ” ) 。 我们主要发现, 游戏表演者的角色活动会大大地影响 Esport 。 最后, 我们通过分析活动在这些测量活动中发现不同的活动趋势, 我们发现, 可能会探索未来研究中 。</s>