Lee Jinui, Han Jae-Ho
Department of Brain and Cognitive Engineering, Korea University, 145 Anam Rd., Seoul 02841, Republic of Korea.
Interdisciplinary Program in Precision Public Health, Korea University, 145 Anam Rd., Seoul 02841, Republic of Korea.
Brain Sci. 2024 Mar 15;14(3):282. doi: 10.3390/brainsci14030282.
As games have been applied across various fields, including education and healthcare, numerous new games tailored to each field have emerged. Therefore, understanding user behavior has become crucial in securing the right players for each type of game. This study provides valuable insights for improving game development by measuring the electroencephalography (EEG) of game users and classifying the frequency of game usage. The multimodal mobile brain-body imaging (MOBI) dataset was employed for this study, and the frequency of game usage was categorized into "often" and "sometimes". To achieve decent classification accuracy, a novel bimodal Transformer architecture featuring dedicated channels for the frontal (AF) and temporal (TP) lobes is introduced, wherein convolutional layers, self-attention mechanisms, and cross-attention mechanisms are integrated into a unified model. The model, designed to differentiate between AF and TP channels, exhibits functional differences between brain regions, allowing for a detailed analysis of inter-channel correlations. Evaluated through five-fold cross-validation (CV) and leave-one-subject-out cross-validation (LOSO CV), the proposed model demonstrates classification accuracies of 88.86% and 85.11%, respectively. By effectively classifying gameplay frequency, this methodology provides valuable insights for targeted game participation and contributes to strategic efforts to develop and design customized games for player acquisition.
随着游戏已应用于包括教育和医疗保健在内的各个领域,针对每个领域量身定制的众多新游戏应运而生。因此,了解用户行为对于为每种类型的游戏吸引合适的玩家至关重要。本研究通过测量游戏用户的脑电图(EEG)并对游戏使用频率进行分类,为改进游戏开发提供了有价值的见解。本研究采用了多模态移动脑体成像(MOBI)数据集,游戏使用频率被分为“经常”和“有时”。为了获得良好的分类准确率,引入了一种新颖的双峰Transformer架构,该架构具有用于额叶(AF)和颞叶(TP)的专用通道,其中卷积层、自注意力机制和交叉注意力机制被集成到一个统一的模型中。该模型旨在区分AF和TP通道,展示了脑区之间的功能差异,从而能够对通道间的相关性进行详细分析。通过五折交叉验证(CV)和留一受试者交叉验证(LOSO CV)进行评估,所提出的模型分别展示了88.86%和85.11%的分类准确率。通过有效地对游戏玩法频率进行分类,该方法为有针对性的游戏参与提供了有价值的见解,并有助于为获取玩家而开发和设计定制游戏的战略努力。