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A dataset with 40+ hours of sensor data obtained from 10 players in League of Legends

Home Page: https://arxiv.org/abs/2011.00958

License: Creative Commons Attribution 4.0 International

dataset sensors esports human-computer-interaction csv json research eeg gsr emg

esports_sensors_dataset's Introduction

We present a repository with sensor data collected from 10 players in 22 matches in League of Legends. The sensor data collected include:

  1. Hand/head/chair movements.
  2. Heart rate.
  3. Muscle activity.
  4. Gaze movement on the monitor.
  5. Galvanic skin response(GSR).
  6. Electroencephalography (EEG).
  7. Mouse and keyboard activity.
  8. Facial skin temperature.
  9. Environmental data.

The data were collected for one team of 5 people simultaneously. We also provide in-game logs and meta information for each match.

Please find more details and analysis in our paper. If you find this dataset useful for your research, please cite the paper:

@article{smerdov2020collection,
  title={Collection and Validation of Psychophysiological Data from Professional and Amateur Players: a Multimodal eSports Dataset},
  author={Smerdov, Anton and Zhou, Bo and Lukowicz, Paul and Somov, Andrey},
  journal={arXiv preprint arXiv:2011.00958},
  year={2020}
}

esports_sensors_dataset's People

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esports_sensors_dataset's Issues

Methodology questions & original data request

Thank you very much for sharing your dataset! It is exactly what I need for my research and I will credit you accordingly.
I'd like to ask a few questions to clarify the methodology. Specifically, did you aks participants to wipe their hands and apply electrolytes for the GSR's, and did you ask participants whether they consumed caffeine or medication that could affect their sympathetic nervous system?

If possible, I would also be interested in the original arousal data given that 1HZ is too low for detecting skin conductance responses in the GSR data, as well as data you recorded before and after matches to determine whether arousal levels were heightened during the match compared to pre- and post match values.

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