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Area of Science:

  • Human-Computer Interaction
  • Cognitive Science
  • Machine Learning

Background:

  • Video games offer complex stimuli for studying human cognition and behavior.
  • Existing datasets often lack participant numbers, data modalities, or are confined to lab settings.

Purpose of the Study:

  • To address limitations of prior datasets by creating a large-scale, multi-modal dataset.
  • To facilitate advanced machine learning model training for analyzing player experiences.

Main Methods:

  • Recorded 256 participants playing Counter-Strike: Global Offensive at LAN events.
  • Collected diverse data: physiological (ECG, EDA, Respiration), behavioral (facial expressions, eye-tracking, depth, pressure), and interaction (keyboard/mouse, game actions).
  • Included stimulus information: gameplay video and game logs.

Main Results:

  • The dataset features a high number of participants (256) and a wide array of complementary data modalities.
  • Demonstrated the dataset's advantage for training machine learning models.

Conclusions:

  • The large-scale, multi-modal dataset collected at live events is a valuable resource.
  • This dataset enables more robust machine learning applications for understanding player behavior and cognition in gaming.