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Assessment of mental fatigue and stress on electronic sport players with data fusion. | LitMetric

Assessment of mental fatigue and stress on electronic sport players with data fusion.

Med Biol Eng Comput

Faculty of Engineering, Department of Electrical and Electronics Engineering, Akdeniz University, Antalya, Turkey.

Published: September 2021

AI Article Synopsis

  • Stress and mental fatigue happen all the time and can make it hard for people to be productive in their daily lives.
  • A study was done with ten volunteers playing video games for 2 minutes to see how it affected their stress and mental fatigue by monitoring things like brain waves and heart rates.
  • The results showed that playing e-sports can help improve attention and concentration, but it can also cause stress and different emotions in people.

Article Abstract

Stress and mental fatigue are in existence constantly in daily life, and decrease our productivity while performing our daily routines. The purpose of this study was to analyze the states of stress and mental fatigue using data fusion while e-sport activity. In the study, ten volunteers performed e-sport duty which required both physical and mental effort and skills for 2 min. Volunteers' electroencephalogram (EEG), galvanic skin response (GSR), heart rate variability (HRV), and eye tracking data were obtained before and during game and then were analyzed. In addition, the effects of e-sports were evaluated with visual analogue scale and d2 attention tests. The d2 tests are performed after the game, and the game has a positive effect on attention and concentration. EEG from the frontal region indicates that the game is partly caused by stress and mental fatigue. HRV analysis showed that the sympathetic and vagal activities created by e-sports on people are different. By evaluating HRV and GSR together, it was seen that the emotional processes of the participants were stressed in some and excited in others. Data fusion can serve a variety of purposes such as determining the effect of e-sports activity on the person and the appropriate game type.

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Source
http://dx.doi.org/10.1007/s11517-021-02389-9DOI Listing

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