Analysis of the variations in brain activity in response to various computer games

dc.contributor.authorVivekanandhan, Gayathri
dc.contributor.authorKarthikeyan, Anitha
dc.contributor.authorPakniyat, Najmeh
dc.contributor.authorPenhaker, Marek
dc.contributor.authorKrejcar, Ondřej
dc.contributor.authorNamazi, Hamidreza
dc.date.accessioned2026-03-17T12:47:16Z
dc.date.available2026-03-17T12:10:36Z
dc.date.available2026-03-17T12:47:16Z
dc.date.issued2024
dc.description.abstractThe 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.
dc.description.firstpageart. no. 2450100
dc.description.issue5
dc.description.sourceWeb of Science
dc.description.volume32
dc.identifier.citationFractals. 2024, vol. 32, issue 5, art. no. 2450100.
dc.identifier.doi10.1142/S0218348X24501007
dc.identifier.issn0218-348X
dc.identifier.issn1793-6543
dc.identifier.urihttp://hdl.handle.net/10084/158290
dc.identifier.wos001262725600001
dc.language.isoen
dc.publisherWorld Scientific Publishing Co Pte Ltd
dc.relation.ispartofseriesFractals
dc.relation.replaceshttp://hdl.handle.net/10084/158288
dc.relation.urihttps://doi.org/10.1142/S0218348X24501007
dc.rights© The Author(s)
dc.rights.accessopenAccess
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectvideo games
dc.subjectbrain response
dc.subjectcomplexity
dc.subjectapproximate entropy
dc.subjectsample entropy
dc.titleAnalysis of the variations in brain activity in response to various computer games
dc.typearticle
dc.type.statusPeer-reviewed
dc.type.versionpublishedVersion
local.files.count1
local.files.size1105904
local.has.filesyes

Files

Original bundle

Now showing 1 - 1 out of 1 results
Loading...
Thumbnail Image
Name:
0218-348X-2024v32i5an2450100.pdf
Size:
1.05 MB
Format:
Adobe Portable Document Format

License bundle

Now showing 1 - 1 out of 1 results
Loading...
Thumbnail Image
Name:
license.txt
Size:
718 B
Format:
Item-specific license agreed upon to submission
Description:

Version History

Now showing 1 - 1 out of 1 results
VersionDateSummary
2*
2026-03-17 13:46:29
* Selected version