@inproceedings{9815d23b8cd84cbd90c1e10b91d351d3,
title = "Can Affective Computing Better the Mental Status of the Electronic Games Player? A Perspective",
abstract = "According to the World Health Organization report, mental health issues are one of their priorities. In particular, the prevention of these problems is obviously an effective solution. Emerging research suggests that commercial video games are showing some potential in the application of preventive and therapeutic medicine. In this work, we propose a Mental Health Problem Prevention System (MHPPS) for prevention and early detection of mental health problems. This system use popular video games equipped with emotion recognition function based on AI technology that can be widely accepted and used by adolescents and adults.",
keywords = "Electronic games, e-Health, emotion recognition, mental health, prevention",
author = "Yueheng Wang and Kun Qian and Jacob Nelson and Hiromichi Yagi and Akifumi Kishi and Kenji Morita and Yoshiharu Yamamoto",
note = "Publisher Copyright: {\textcopyright} 2020 IEEE.; 2nd IEEE Global Conference on Life Sciences and Technologies, LifeTech 2020 ; Conference date: 10-03-2020 Through 12-03-2020",
year = "2020",
month = mar,
doi = "10.1109/LifeTech48969.2020.1570620404",
language = "English",
series = "LifeTech 2020 - 2020 IEEE 2nd Global Conference on Life Sciences and Technologies",
publisher = "Institute of Electrical and Electronics Engineers Inc.",
pages = "366--367",
booktitle = "LifeTech 2020 - 2020 IEEE 2nd Global Conference on Life Sciences and Technologies",
address = "United States",
}