Evidence map›Paper›PMID 40739143›Full record

ArticleScientific data2025

AMuCS: Affective multimodal Counter-Strike video game dataset.

Marios Fanourakis, Guillaume Chanel

Abstract readDataset
In one paragraph

Article in Scientific data, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

1 citing paper in PubMed.

  1. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

2 authors.

Marios FanourakisSocial Intelligence and MultiSensing (SIMS) lab, University of Geneva, Geneva, Switzerland. marios.fanourakis@unige.ch.ORCID 0000-0002-6013-740X
Guillaume ChanelSocial Intelligence and MultiSensing (SIMS) lab, University of Geneva, Geneva, Switzerland.ORCID 0000-0002-6184-8924

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Video games are a versatile and multi-faceted stimulus which can elicit complex player experiences. As a consequence, several datasets have been curated or created for studying human cognition, behaviours, and physiological responses where video games are the primary stimulus. Many of these datasets have a low number of participants or do not have a rich set of modalities and are always recorded in a laboratory setting. To address these issues, we have recorded 256 participants at LAN events while they played the first person shooter, Counter-Strike: Global Offensive. Our dataset consists of several complementary modalities: physiological signals (ECG, EDA, Respiration), behavioural signals (facial expressions, eyetracking, depth images, seat pressure), computer interaction (keyboard and mouse events, game actions), and stimulus information (gameplay video, game logs). We show that the number of participants in our dataset and the variety of modalities recorded is advantageous for training machine learning models.

Indexed as

Video GamesFacial ExpressionHumansMachine Learning

Identifiers

PMID40739143
PMCPMC12311033

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC-ND
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.