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Classification of Expert-Novice Level of Mobile Game Players Using Electroencephalography
Classification of Expert-Novice Level of Mobile Game Players Using Electroencephalography
sanay.muhammad@uettaxila.edu.pk, m.majid@uettaxila.edu.pk
Abstract—An exponential increase has been observed in num- using brain signals promises to be the next big thing in
ber of mobile game players in last five years. An increasing mobile games. These advancements indicate that this industry
number of researches have been emerged that assesses the is expected to grow further. There is a huge number of game
cognitive aspects of video game players. This creates a need to
classify the expert-novice level of a player. A novel approach players all over the world who are attracted towards games
to classify players expert-novice level is to use machine learning and spend their time and money to play games. The number
algorithm by considering recorded electroencephalography(EEG) of downloads on Google play store and Apple market place for
signals of player while playing mobile games. In this research games related applications is a big indication of the worth of
work, EEG signals of ten mobile game players is recorded mobile game industry. Therefore, the potential for the analysis
by commercially available 14 channel EMOTIV headset. After
preprocessing stage, a feature vector is created in such a way of game players becomes even more significant.
that from each channel, thirteen morphological features are In different researches, players reactions have been ex-
extracted. The extracted features are used to train three different amined using electrophysiological measurements such as the
classification algorithms. The Naive Bayes performed with an electroencephalography recordings [5], [6]. In order to extract
accuracy of 89.89%. From results, it is evident that EEG can be some meaningful information from EEG signals various tech-
used to classify the expert-novice level of a player using machine
algorithms. These results can be useful in the development of niques have been presented [7]. Preprocessing, feature extrac-
new and interesting entertainment and educational mobile games tion and classification of data are the common steps involved
taking into account the player’s cognition using EEG. in such techniques. Among the classification techniques, three
Index Terms—Mobile Game, EEG, Wearable Sensors, Machine major types have been found in the literature. The first kind
Learning, Brain Computer Interface. of classification methods are based on statistical properties
like k-Nearest Neighbors (k-NN) or the Bayesian classifier
I. I NTRODUCTION [8], [9]. Second type is based on learning methods that are
Video games have existed for a long time now as a means unsupervised like Radial Basis Function (RBF) [10] and the
of entertainment. The advances in computing capabilities third one is based on supervised learning like Linear Dis-
have directly affected this industry. More computation power criminant Analysis (LDA) [11], and Support Vector Machines
means more advanced computer graphics. The vast spread of (SVM) [12]. In [13], motivational states of player have been
smartphones and tablet devices has transformed the whole predicted during serious game play, but their main focus was
gaming industry with a new dimension of mobile games. on brain waves and activity. In [14], expert-novice level has
The mobile based games have become an activity, which been assessed during game play but that is not based on EEG
attracts everyone irrespective of their age and gender. There signals. In [15], video game players experience is studied
has been a significant increase in number of video game during game play from the recorded EEG signals.
players over the past five years in United States, but most In this paper, a novel method to classify expert-novice level
of the new players prefer mobile and hand-held games over of a player is proposed, by analyzing acquired EEG signals of
console gaming [1]. The focus of mobile game development the player during game play. After removal of noise, features
covers both entertainment and education purpose. In past few are extracted from each channel of EEG headset. In this
years, a number of researches have been conducted to assess study, supervised and statistical learning algorithms have been
the cognitive aspects of the video game player [2], [3]. Due used for the classification of expert-novice level of a player.
to increase in popularity of mobile gaming and available Three algorithms, namely, Support vector machine, Multilayer
literature on cognitive aspects of video game players, there perceptron and Naive Bayes algorithms are used to classify the
is a need to classify the expertise level of video game player expert-novice level of a player. On the basis of accuracy of
within seconds of his/her game play to make the player more results, the best algorithm is highlighted. The organization of
interested in game play as well as to make assessment of the paper is as follows: Section II presents an introduction
cognitive processes occurring in players brain. of machine learning algorithms used. The experimental setup
Brain Computer Interface (BCI) has been widely used in and methodology employed is described in Section III. It is
multimedia game industry [4]. The use of automated controls followed by discussion of results and conclusion.
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TABLE I
P ERFORMANCE COMPARISON OF THREE MACHINE LEARNING
ALGORITHMS USED FOR CLASSIFICATION OF EXPERT- NOVICE LEVEL .
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EEG data of players during game play, a total of thirteen expert–novice performance as serious games analytics with objective-
morphological features have been calculated. The performance oriented and navigational action sequences,” Computers in Human
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Czech Republic, August, 2014, vol. 1415.
game player by recording its EEG and also to explore the
stress induced during game play from the BCI point of view.
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