This study evaluated the effectiveness of various methods for measuring cognitive load (CL) in arcade racing game players and their usefulness in modelling CL. The techniques used were EEG, GSR, eye-tracking, pupilometry, and subjective surveys. The "Trackmania Nations Forever" game had three difficulty levels: easy, medium, and hard. Forty-three participants were involved, and data were collected on player performance, survey responses, and physiological signals. The analysis included retries per minute (RPM), advancement measures, NASA-TLX, and SEQ scores. Significant changes in physiological measures were observed corresponding to different cognitive load levels, with the most accurate classification results achieved by combining physiological and performance data.

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Modelling Cognitive Load of Computer Game Users - Case Study

  • Krystian Wojtkiewicz,
  • Rafał Palak,
  • Zbigniew Telec,
  • Filip Litwinienko

摘要

This study evaluated the effectiveness of various methods for measuring cognitive load (CL) in arcade racing game players and their usefulness in modelling CL. The techniques used were EEG, GSR, eye-tracking, pupilometry, and subjective surveys. The "Trackmania Nations Forever" game had three difficulty levels: easy, medium, and hard. Forty-three participants were involved, and data were collected on player performance, survey responses, and physiological signals. The analysis included retries per minute (RPM), advancement measures, NASA-TLX, and SEQ scores. Significant changes in physiological measures were observed corresponding to different cognitive load levels, with the most accurate classification results achieved by combining physiological and performance data.