Harmful consequences of video game addiction include lack of concentration, ignoring intimate relationships, sleep deprivation, fatigue, increasing loneliness, aggressive behavior, maladaptive memory, inattention, suicidal thoughts, and death. There are several methods that have already been us
Psychophysiological Tracing of Game Addicts and Non-Addicts by Statistical Modelling with EEG Signals
Harmful consequences of video game addiction include lack of concentration, ignoring intimate relationships, sleep deprivation, fatigue, increasing loneliness, aggressive behavior, maladaptive memory, inattention, suicidal thoughts, and death. There are several methods that have already been used to detect gaming addiction, of which survey assessment is very common. Suravy assessment is not accurate method, as it rely entirely on the reliability of the data and the validity of a person's self-description of feelings and moods. There is a need for an approach that can be more precise to observe gaming activities and can be more authentic.
The first of aim of this project is to examine the EEG (electroencephalograms) signal frequency attributes of excessive video game players, in order to trace early symtoms of video game addiction. The second aim of this project is to develop video game addiction tracing alert system based on EEG signals. Based on two aims, this project will be made up of two components. The first component would be a psycho-physiological analysis of the player’s state of video game addiction, and the second part would be a model that would practically integrate the findings of the developed system to trace video addicts based on compact handheld tracing device system.
A quantitative scale for evaluating the activities of video gamers will be developed and used to track precise demographic data and pre-categorization of video game addiction. In order to gain quantitative information for the detection of addicted video game players, a transient and frequency domain study would be applied to EEG data. It has been reported in literature that generally values of ? and ? bands is dramatically higher in addicts.
The main objectives of the project are
(I) To examine the frequency and time domain features of EEG data to ascertain any discrepancies or associations between addiction and normal gaming behavior.
(II) To classify EEG data into different degree of addiction and normal behavior, specifically using regression models, the EEG data that will be generated from commercially available MUSE headsets.
(III) To spot early unusual gameplay activities and to help alert others to the limitations of playing normal video games.
(IV) To create a procedure prescribed for the diagnosis of video game addiction, the procedure my potentially be used by doctors
The preliminary step will be a questionnaire-based assessment. We will then use the data obtained from these experiments for the pre-assessment of addicted and non addicted subject.
The experimental work will start by implementing addict and non-addict EEG signal correlation in of participating subjects during video game play. The develop algorithm will execute both the encoding and the tracing examination of the brainwaves. Simple signal-processing, including artifact elimination, and bandstop filtering will be carried to obtain noise free signal and information.
In this proposed project, there are two possible diagnostic tracks that include a cross-correlation of the EEG signal or an extraction function of the alpha and theta occipital regions. By having an addicted signal in the application database as a reference signal to be used by other users, cross-correlation is made between the two signals. The effects of the cross-correlation of signals will be transmitted directly to the main judgment block of the device.
The second step is the use of the alpha and theta wave characteristics of the occipital signal for diagnosis. In order to compare results, thresholds for addicted and non-addicted subjects can be drawn from the database and a decision can be taken through input on the main decision block. In comparison, an addicted and non-addicted model is present in order to compare the various properties of the alpha and theta frequencies. The final results can be shown in terms of the proportion of the level of addiction (i.e., low-, medium- or high-risk states).
The best advantage of this project is that by personalized low cost EEG headsets, we will be able to help the patients (Video Game Addicts) by conveying degree of addiction
1 Identification low cost full setup Based on EEG signals, with a smart phone application to determine the extent of addiction from Bluetooth data obtained. The diagnosis was modelled and a device architecture was proposed to use this data to practically alert the patient of possible addiction.
2. In terms of the percentage of the addiction stage, the final findings will be shown (i.e., low-, medium- or high-risk states).
3. Conference/Journal publication
4. Expertise development in EEG signal analysis
5. A. QUESTIONAIRE BASED PRE EVALUATION Results
6. Algorithm developed CROSS CORRELATION Analysis
7. Algorithm Built for POWER SPECTRAL VALUE ANALYSIS.
8. Algorithm developed LOGISTIC REGRESSION MODELING
| Item Name | Type | No. of Units | Per Unit Cost (in Rs) | Total (in Rs) |
|---|---|---|---|---|
| Arduino Wi-Fi Shield | Equipment | 1 | 7500 | 7500 |
| Header Pin to Touch Proof Electrode Adapter | Equipment | 1 | 4125 | 4125 |
| EMG/ECG Snap Electrode Cables | Equipment | 1 | 3500 | 3500 |
| EMG/ECG Foam Solid Gel Electrodes | Equipment | 30 | 70 | 2100 |
| Dry EEG Comb Electrodes | Equipment | 30 | 170 | 5100 |
| MyoWare Muscle Sensor | Equipment | 1 | 6900 | 6900 |
| Pulse Sensor (Heart-Rate Monitor) | Miscellaneous | 1 | 420 | 420 |
| Ten20 Paste Jars 3-Packs | Equipment | 3 | 1540 | 4620 |
| Muse Headband | Equipment | 1 | 33500 | 33500 |
| Total in (Rs) | 67765 |
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