Use of Telemetry Data and Emotion Analysis to complement the analysis of Problematic Gaming Behaviors

Detalhes bibliográficos
Autor(a) principal: Liniers, Beltrán Vázquez
Data de Publicação: 2023
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10451/63287
Resumo: Tese de Mestrado, Ciência de Dados, 2023, Universidade de Lisboa, Faculdade de Ciências
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spelling Use of Telemetry Data and Emotion Analysis to complement the analysis of Problematic Gaming BehaviorsPerturbação de jogos da InternetDados telemetriaReconhecimento emoções por imagens,Ciência de dadosPsicologiaTeses de mestrado - 2023Domínio/Área Científica::Ciências Naturais::Ciências da Computação e da InformaçãoTese de Mestrado, Ciência de Dados, 2023, Universidade de Lisboa, Faculdade de CiênciasGaming addiction is a perturbation mentioned by the American Psychiatric Association (APA), in 2013, and World Health Organization (WHO), in 2018, in their publications (DSM-5 and ICD11, respectively). The two institutions have their own diagnostic criteria for the identification of the gaming addiction. The APA uses the term Internet Gaming Disorder (IGD) meanwhile WHO uses Gaming Disorder (GD). This investigation is oriented to the IGD definition. Some of the identification and diagnosis criteria for IGD are: Withdrawal symptoms when gaming is taken away or not possible, tolerance, deceiving family members or others about the amount of time spent on gaming, or having jeopardized a job or relationship due to gaming. Despite these definitions, mental health professionals still encounter difficulties in the process of identification of this mental disorder. On the other hand, there exists a lack of consensus among professionals all around the world because there is high variability in the interpretation of these criteria and the treatment that should be carried out for each patient. The current screening tools are mostly based on self-related reports. Hence, the patients fulfil a questionnaire answering about their playtime, how they feel when they are not playing, and the relationship between their gaming activity and their close relatives and therapists. From here gives off another concern of the current methodologies, the gathered information is subjective. In addition, it is difficult for the patients to remember exactly how long time they spent playing. The objective of this proposal is to clarify and unify diagnosis and therapy monitoring criteria. Particularly, the goal is to define relevant metrics and visualizations that could assist with the current diagnostic tools, and support the therapy monitoring. These indicators are built using gaming telemetry, and data on emotion gathered from video recordings during the games. The KPIs are defined to get the most objective data possible, hence they also can be helpful to analyze whether the patient has a good understanding of his real gaming behaviour. The methods to develop the solution pass through the finding of an accurate and open data source, after a thorough search the best option is the API of FACEIT. Furthermore, we use the DeepFace image emotion recognition system to extract the feelings of the player. Also opensource. The main features collected are time spent playing and the levels of every primary emotion (Anger, happiness, disgust...) per second. Once data is collected, we developed multiple visualizations that can help therapists in both perspectives, having a historical overview of gaming behavior, for an initial phase of the treatment; and having a very detailed gaming behavior of the last days, for a quick analysis, updated before each consultation. For the analysis of the results, we based our conclusions on 4 participants with different characteristics. In this document, we explore all the metrics developed as well as the charts and plots analyzing the different behaviors of every participant. The results are encouraging, since the metrics show differences between the participants. Hence they could be useful in the diagnosis of IGD and the treatment monitoring. In conclusion, the proposed solution can contribute to the identification, diagnosis and treatment of people with possible addictive gaming behaviors. It is a solution that can help overpass therapists’ concerns when recognizing IGD.Afonso, Ana Paula PereiraFonseca, Manuel João Caneira Monteiro daRepositório da Universidade de LisboaLiniers, Beltrán Vázquez2024-03-07T17:54:38Z202320232023-01-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10451/63287enginfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-03-11T01:20:21Zoai:repositorio.ul.pt:10451/63287Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T03:14:32.092746Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Use of Telemetry Data and Emotion Analysis to complement the analysis of Problematic Gaming Behaviors
title Use of Telemetry Data and Emotion Analysis to complement the analysis of Problematic Gaming Behaviors
spellingShingle Use of Telemetry Data and Emotion Analysis to complement the analysis of Problematic Gaming Behaviors
Liniers, Beltrán Vázquez
Perturbação de jogos da Internet
Dados telemetria
Reconhecimento emoções por imagens,
Ciência de dados
Psicologia
Teses de mestrado - 2023
Domínio/Área Científica::Ciências Naturais::Ciências da Computação e da Informação
title_short Use of Telemetry Data and Emotion Analysis to complement the analysis of Problematic Gaming Behaviors
title_full Use of Telemetry Data and Emotion Analysis to complement the analysis of Problematic Gaming Behaviors
title_fullStr Use of Telemetry Data and Emotion Analysis to complement the analysis of Problematic Gaming Behaviors
title_full_unstemmed Use of Telemetry Data and Emotion Analysis to complement the analysis of Problematic Gaming Behaviors
title_sort Use of Telemetry Data and Emotion Analysis to complement the analysis of Problematic Gaming Behaviors
author Liniers, Beltrán Vázquez
author_facet Liniers, Beltrán Vázquez
author_role author
dc.contributor.none.fl_str_mv Afonso, Ana Paula Pereira
Fonseca, Manuel João Caneira Monteiro da
Repositório da Universidade de Lisboa
dc.contributor.author.fl_str_mv Liniers, Beltrán Vázquez
dc.subject.por.fl_str_mv Perturbação de jogos da Internet
Dados telemetria
Reconhecimento emoções por imagens,
Ciência de dados
Psicologia
Teses de mestrado - 2023
Domínio/Área Científica::Ciências Naturais::Ciências da Computação e da Informação
topic Perturbação de jogos da Internet
Dados telemetria
Reconhecimento emoções por imagens,
Ciência de dados
Psicologia
Teses de mestrado - 2023
Domínio/Área Científica::Ciências Naturais::Ciências da Computação e da Informação
description Tese de Mestrado, Ciência de Dados, 2023, Universidade de Lisboa, Faculdade de Ciências
publishDate 2023
dc.date.none.fl_str_mv 2023
2023
2023-01-01T00:00:00Z
2024-03-07T17:54:38Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
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dc.identifier.uri.fl_str_mv http://hdl.handle.net/10451/63287
url http://hdl.handle.net/10451/63287
dc.language.iso.fl_str_mv eng
language eng
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instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
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