Abstract

The proliferating and excessive use of internet games has caused various comorbid diseases, such as game addiction, which is now a major social problem. Recently, the American Psychiatry Association classified “Internet gaming disorder (IGD)” as an addiction/mental disorder. Although many studies have been conducted on the diagnosis, treatment, and prevention of IGD, screening studies for IGD are still scarce. In this study, we classified gamers using multiple physiological signals to contribute to the treatment and prevention of IGD. Participating gamers were divided into three groups based on Young’s Internet Addiction Test score and average game time as follows: Group A, those who rarely play games; Group B, those who enjoy and play games regularly; and Group C, those classified as having IGD. In our game-related cue-based experiment, we obtained self-reported craving scores and multiple physiological data such as electrooculogram (EOG), photoplethysmogram (PPG), and electroencephalogram (EEG) from the users while they watched neutral (natural scenery) or stimulating (gameplay) videos. By analysis of covariance (ANCOVA), 13 physiological features (vertical saccadic movement from EOG, standard deviation of N-N intervals, and PNN50 from PPG, and many EEG spectral power indicators) were determined to be significant to classify the three groups. The classification was performed using a 2-layers feedforward neural network. The fusion of three physiological signals showed the best result compared to other cases (combination of EOG and PPG or EEG only). The accuracy was 0.90 and F-1 scores were 0.93 (Group A), 0.89 (Group B), and 0.88 (Group C). However, the subjective self-reported scores did not show a significant difference among the three groups by ANCOVA analysis. The results indicate that the fusion of physiological signals can be an effective method to objectively classify gamers.

Highlights

  • The proliferating and excessive use of Internet games has caused various comorbidities, such as game addiction, which is a major social problem of contemporary significance (Young, 1998a,c)

  • There was no significant difference in age between the three groups

  • The analysis of covariance (ANCOVA) results showed no differences between the three groups

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Summary

Introduction

The proliferating and excessive use of Internet games has caused various comorbidities, such as game addiction, which is a major social problem of contemporary significance (Young, 1998a,c). Various studies have demonstrated that CET can be applied to IGD (Zhang et al, 2016). Zhang et al (2016) cited various studies, emphasizing that the neural responses caused by addictive cues are similar between substance use disorder and IGD. In order to make the cue and surrounding situation a reality, a virtual reality-based CET was recently conducted (Ghitã et al, 2019; Hernández-Serrano et al, 2020). They argued that CET treatment would work for IGD. Previous studies on other addictions, based on these neural responses, have contributed to the diagnosis of addiction as an objective measurement, cuebased studies, and screening studies for IGD are scarce

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