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논문 기본 정보

자료유형
학술저널
저자정보
김정룡 (한양대학교) 김혜솔 (한양대학교) 김동준 (한양대학교)
저널정보
대한인간공학회 대한인간공학회지 대한인간공학회지 제39권 제5호
발행연도
2020.10
수록면
397 - 410 (14page)
DOI
10.5143/JESK.2020.39.5.397

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초록· 키워드

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Objective: The purpose of this study is to extract quantitative parameters that indicate significant differences in ECG (electrocardiogram) between game-addicted group and non-addicted group.

Background: Although the concept and side-effects of game addiction are recognized around the world, there is no objective means to define game addiction among health authorities, academic societies, and institutions. Also, studies suggesting objective references have been lacking so far. Considering the limitations of the current diagnosis subjective scale, it is necessary to make a quantitative assessment for the prevention and treatment of game addiction.

Method: With the existing diagnostic questionnaire, authors classified subjects into game-addicted groups and non-addicted group, and used ECG parameters representing heart rate variability. The parameters were analyzed by applying various window-sizes based on specific game situations. A t-test was used to compare the two groups. Finally, correlation analysis and factor analysis were performed to extract the best parameters to differentiate the two groups.

Results: The large window size over 20 minutes of gameplay time, showed no significant difference between the two groups. When the event data were analyzed, there was no significant difference during a player character killed an opponent player. However, when the player character was killed, there were significant differences in parameters. In particular, these differences were most prominent in a window size of 1min 30 sec after the player character was killed. After that, RMSSD and LF were found to be the most sensitive parameters through correlation analysis and factor analysis.

Conclusion: In this study, we measured and analyzed the stress response difference by using ECG parameters between game addicted group and the non-addicted group. As a result, it was observed that the game addiction group was sensitive to stress stimuli in a particular situation. The outcome of to extract this study is the optimal window-size and parameters for developing a quantitative model discriminating the sign of addiction among game users in the future.

Application: The parameters extracted in this study can be further tested to develop an algorithm to diagnose the addicted players, and the measuring technique used in this study is textile and non-invasive to be used at device development in the future.

목차

1. Introduction
2. Method
3. Results
4. Discussion
5. Conclusion
References

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UCI(KEPA) : I410-ECN-0101-2020-530-001591685