Abstract

Video games, especially in mobile devices, have the reputation of being negative to the mass consumer. They are thought to be addictive, mind-numbing time waster. But is that really true? A study has been conducted to analyze video games design styles based on neuroaffective computational model using electroencephalogram (EEG). Although the objective is to classify abstract and realistic design styles, a different off-topic materials have been discovered. During the data collection, subjects completed an aptitude test using an online instrument provided by the Cambridge University’s Brain Lab. The EEG instruments recorded specific brain functions (cognitive, memory, verbal, creativity) separately. After classifying the data with emotional response, each brain functions give unique valence versus arousal scatter plot. What is interesting, however, is that when all of them plotted together in a single chart, they form a pattern similar to the data collected for playing video games. Could it possibly be that playing video games indeed stimulate specific brain functions? Or are these similarities in valence versus arousal plots just plain coincidences? A future research designed for brain function correlation using other model than emotions can confirm these findings. But for now, the consistency of these findings for all the subjects are hard to ignore.

Highlights

  • Educational value in video games is nothing new

  • Is that really true? A study has been conducted to analyze video games design styles based on neuroaffective computational model using electroencephalogram (EEG)

  • Could it possibly be that playing video games stimulate specific brain functions? Or are these similarities in valence versus arousal plots just plain coincidences? A future research designed for brain function correlation using other model than emotions can confirm these findings

Read more

Summary

Introduction

Educational value in video games is nothing new. Many production studios already made educational video games that are designed to educate the end users – who are the players – with a specific topic. After classifying the data with emotional response, each brain functions give unique valence versus arousal scatter plot. Could it possibly be that playing video games stimulate specific brain functions?

Results
Conclusion
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.