The COVID-19 pandemic led to a lot of people being forced to spend more time at home, often working from home, but also essentially isolated in their homes in order to reduce the risk of spreading or catching the disease. Computer games were perhaps a blessed relief from the potential boredom of enforced indoor life and no doubt many people enjoyed the experience. Gaming and reduce stress and anxiety. However, there is a flipside in that beyond a certain point the gaming itself can sometimes reverse that relief and induce stress and anxiety.
Writing in the International Journal of Modelling, Identification and Control, a team from India investigated the emotional response to gaming to ascertain whether there is a positive or a negative net gain. They used a deep-learning algorithm to analyse and classify electroencephalographic signals from gamers while engaged in playing. The algorithm outperformed other approaches to accurately classifying the gamers’ emotions. Indeed, the gaming scenario provides the stressors to allow them to train their algorithm to detect emotions and once trained it might in the future be used as a suppressed emotion detector in scenarious other than the computer gaming environment.
Stress and anxiety are generally considered negative emotions by definition, although they do have their place in a balanced life experience, one might suggest. Anxiety can be perceived as excitement in many contexts, which is normally considered a positive emotion, while stress may well be associated with motivation and drive, again a positive. Too much stress and anxiety, however, over prolonged periods, such as a pandemic, are generally not thought of as desirable in the context of good mental and physical health. There is the potential for serious harm if chronic stress and anxiety are not addressed and, of course, concerns about the person exposed or suffering from them to pursue detrimental life choices.
Ahona Ghosh and Sriparna Saha of Maulana Abul Kalam Azad University of Technology in West Bengal, India, being well aware of the problems of chronic stress and anxiety hope their work will allow those studying stress an anxiety to non-invasive investigate these emotions in various circumstances and so perhaps develop guidance and interventions, perhaps associated with gaming, to help people in different walks of life, especially during a global crisis such as a pandemic.
Ghosh, A. and Saha, S. (2022) ‘Suppression of positive emotions during pandemic era: a deep learning framework for rehabilitation’, Int. J. Modelling, Identification and Control, Vol. 41, Nos. 1/2, pp.143–154.
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