Can Affective Computing Better the Mental Status of the Electronic Games Player? A Perspective

Yueheng Wang, Kun Qian, Jacob Nelson, Hiromichi Yagi, Akifumi Kishi, Kenji Morita, Yoshiharu Yamamoto

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

2 Citations (Scopus)

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.

Original languageEnglish
Title of host publicationLifeTech 2020 - 2020 IEEE 2nd Global Conference on Life Sciences and Technologies
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages366-367
Number of pages2
ISBN (Electronic)9781728170633
DOIs
Publication statusPublished - Mar 2020
Externally publishedYes
Event2nd IEEE Global Conference on Life Sciences and Technologies, LifeTech 2020 - Kyoto, Japan
Duration: 10 Mar 202012 Mar 2020

Publication series

NameLifeTech 2020 - 2020 IEEE 2nd Global Conference on Life Sciences and Technologies

Conference

Conference2nd IEEE Global Conference on Life Sciences and Technologies, LifeTech 2020
Country/TerritoryJapan
CityKyoto
Period10/03/2012/03/20

Keywords

  • Electronic games
  • e-Health
  • emotion recognition
  • mental health
  • prevention

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