Video games elicit complex emotional responses. Understanding these responses can enhance user experience, enable adaptive game design, and support mental health applications.
- EEG-based emotion recognition provides a non-invasive method to measure brain activity in real-time and classify emotional states. Accurate detection of positive and negative emotions allows:
- Personalizing gaming experiences
- Identifying stress or boredom triggers
- Integrating emotion-adaptive mechanics
This project applies machine learning to EEG (Electroencephalography) data from 27 participants to classify emotional states.
The task was simplified into binary classification — grouping Calm, Satisfaction, and Funny as positive emotions, and Boredom and Horrible as negative emotions.
We tested SVM, Logistic Regression, and Random Forest, with Random Forest achieving the best performance.
- Achieved 62.9% accuracy in binary emotion classification using Random Forest
- Random Forest outperformed SVM and Logistic Regression for EEG-based emotion recognition
- Feature importance analysis showed distributed contributions across multiple brain regions rather than concentrated in a few channels
- Collected EEG data from 27 participants playing 4 games (5 min each)
- Preprocessed EEG signals: averaged channels, standardized features, and converted to binary labels
- Split data into 80% training and 20% testing
- Trained SVM, Logistic Regression, and Random Forest models
- Evaluated models using accuracy and confusion matrices
- Analyzed feature importance to understand brain-region contributions
- Source: Cleaned EEG CSV files from 27 participants, 4 games each (5 minutes per game)
- Features: Averaged EEG channels by brain region (frontal, temporal, parietal, occipital) plus mean and variance
- Labels: Binary emotion labels — Positive (Calm, Funny, Satisfaction) and Negative (Boredom, Horrible)
Kaggle Datasets: Link to Kaggle Dataset
- Python
- pandas, numpy, scikit-learn
- Matplotlib, Seaborn (for visualizations)
- SVM — Moderate performance, struggled with high-dimensional space
- Logistic Regression — Simple and interpretable, but underperformed
- Random Forest — Best performance, handled non-linear relationships well
- Feature importance: Spread across multiple brain regions rather than concentrated in a few channels
- Accuracy: 62.9%
- Confusion Matrix: [[275405 177988] [113154 218837]]
This project was completed in collaboration with:
- Veda Manchana ([email protected])
- Marzia Tahsin ([email protected])