Bulletin of the National Research Centre (May 2024)

Predicting game-induced emotions using EEG, data mining and machine learning

  • Min Xuan Lim,
  • Jason Teo

DOI
https://doi.org/10.1186/s42269-024-01200-7
Journal volume & issue
Vol. 48, no. 1
pp. 1 – 10

Abstract

Read online

Abstract Background Emotion is a complex phenomenon that greatly affects human behavior and thinking in daily life. Electroencephalography (EEG), one of the human physiological signals, has been emphasized by most researchers in emotion recognition as its specific properties are closely associated with human emotion. However, the number of human emotion recognition studies using computer games as stimuli is still insufficient as there were no relevant publicly available datasets provided in the past decades. Most of the recent studies using the Gameemo public dataset have not clarified the relationship between the EEG signal’s changes and the emotion elicited using computer games. Thus, this paper is proposed to introduce the use of data mining techniques in investigating the relationships between the frequency changes of EEG signals and the human emotion elicited when playing different kinds of computer games. The data acquisition stage, data pre-processing, data annotation and feature extraction stage were designed and conducted in this paper to obtain and extract the EEG features from the Gameemo dataset. The cross-subject and subject-based experiments were conducted to evaluate the classifiers’ performance. The top 10 association rules generated by the RCAR classifier will be examined to determine the possible relationship between the EEG signal's frequency changes and game-induced emotions. Results The RCAR classifier constructed for cross-subject experiment achieved highest accuracy, precision, recall and F1-score evaluated with over 90% in classifying the HAPV, HANV and LANV game-induced emotions. The 20 experiment cases’ results from subject-based experiments supported that the SVM classifier could accurately classify the 4 emotion states with a kappa value over 0.62, demonstrating the SVM-based algorithm’s capabilities in precisely determining the emotion label for each participant’s EEG features’ instance. Conclusion The findings in this study fill the existing gap of game-induced emotion recognition field by providing an in-depth evaluation on the ruleset algorithm’s performance and feasibility of applying the generated rules on the game-induced EEG data for justifying the emotional state prediction result.

Keywords