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ANALYSIS OF THE VARIATIONS IN BRAIN ACTIVITY IN RESPONSE TO VARIOUS COMPUTER GAMES

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F61989100%3A27240%2F24%3A10255212" target="_blank" >RIV/61989100:27240/24:10255212 - isvavai.cz</a>

  • Result on the web

    <a href="https://www.worldscientific.com/doi/10.1142/S0218348X24501007" target="_blank" >https://www.worldscientific.com/doi/10.1142/S0218348X24501007</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1142/S0218348X24501007" target="_blank" >10.1142/S0218348X24501007</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    ANALYSIS OF THE VARIATIONS IN BRAIN ACTIVITY IN RESPONSE TO VARIOUS COMPUTER GAMES

  • Original language description

    The influence of video games on the human brain has been a topic of extensive research and discussion. Video games, characterized by their dynamic and immersive qualities, have demonstrated the capacity to impact diverse cognitive processes. In this study, we conducted a detailed analysis of brain response variations to different genres of computer games, specifically focusing on boring, calm, horror, and funny games. To achieve this, we computed the sample entropy and approximate entropy of electroencephalograms (EEG) signals recorded from participants while they engaged with each type of game. Our findings revealed that EEG signals exhibited the highest complexity during the funny game and the lowest complexity during the calm game. This suggests that the brain is most active when playing the funny game and least active during the calm game. These results provide valuable insights into how different types of video game content can influence brain activity. The methodology employed in this study can be extended to explore brain activity under various conditions, potentially offering a broader understanding of how different stimuli impact cognitive processes. This approach can be useful in examining the effects of various interactive media on brain function and could inform the design of video games and other digital experiences to optimize cognitive engagement and mental well-being.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database

  • CEP classification

  • OECD FORD branch

    10100 - Mathematics

Result continuities

  • Project

  • Continuities

    O - Projekt operacniho programu

Others

  • Publication year

    2024

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    FRACTALS-COMPLEX GEOMETRY PATTERNS AND SCALING IN NATURE AND SOCIETY

  • ISSN

    0218-348X

  • e-ISSN

    1793-6543

  • Volume of the periodical

    Neuveden

  • Issue of the periodical within the volume

    JUN 2024

  • Country of publishing house

    SG - SINGAPORE

  • Number of pages

    7

  • Pages from-to

  • UT code for WoS article

    001262725600001

  • EID of the result in the Scopus database