{"success":true,"database":"eegdash","data":{"_id":"6953f4249276ef1ee07a33f9","dataset_id":"ds005520","associated_paper_doi":null,"authors":["Hong-Zhi Li","Jia-Jia Yang","Zhen Lv","Li-Yang Wan","Wo Wang","Da-Qi Li","Dong-Dong Zhou","Li Kuang"],"bids_version":"1.2","contact_info":["Dongdong Zhou"],"contributing_labs":null,"data_processed":true,"dataset_doi":"doi:10.18112/openneuro.ds005520.v1.0.1","datatypes":["eeg"],"demographics":{"subjects_count":23,"ages":[22,19,22,19,19,23,19,20,18,20,18,21,19,20,19,20,19,19,20,21,20,21,15],"age_min":15,"age_max":23,"age_mean":19.695652173913043,"species":null,"sex_distribution":{"o":23},"handedness_distribution":null},"experimental_modalities":null,"external_links":{"source_url":"https://openneuro.org/datasets/ds005520","osf_url":null,"github_url":null,"paper_url":null},"funding":["This work was supported by a grant from the Chongqing Medical Youth Top Talent Project in Chongqing Municipal Health Commission (DDZ)."],"ingestion_fingerprint":"409c2ee6ce7b708822fc9f99358e4d5540bd8781484c05eeae424b8acd532e9d","license":"CC0","n_contributing_labs":null,"name":"Research data supporting 'EEG recording during playing MOBA game'","readme":"#  General information\nThis dataset contains resting(eyes closed, eyes open) and EEG recordings during playing real MOBA game with 23 participants.\n#    Dataset\n##   Presentation\n     The data collection was initiated in April 2023 and was terminated in July 2023. The detailed description of the dataset is currently under working by Hong-Zhi Li and Dong-Dong Zhou, and will submit to Scientific Data for publication.\n#### EEG acquisition\n     * EEG system (Neuroscan, 64 electrodes)\n     * Sampling frequency: 1000Hz\n#### event type\n      * 13 indicates a kill during playing game\n      * 14 indicates a death during playing game\n      * 66 indicates game start\n      * 444 indicates game failure\n      * 666 indicates game victory\n## Contact\n     * If you have any questions or comments, please contact:\n     * Dong-Dong Zhou: zhoudongdong@cqmu.edu.cn","recording_modality":["eeg"],"senior_author":"Li Kuang","sessions":[],"size_bytes":47150724861,"source":"openneuro","study_design":null,"study_domain":null,"tasks":["MOBAgame","restingeyeclosed","restingeyeopen"],"timestamps":{"digested_at":"2026-04-22T12:28:32.115130+00:00","dataset_created_at":"2024-09-22T09:53:00.145Z","dataset_modified_at":"2025-05-16T14:00:14.000Z"},"total_files":69,"storage":{"backend":"s3","base":"s3://openneuro.org/ds005520","raw_key":"dataset_description.json","dep_keys":["CHANGES","README","participants.json","participants.tsv"]},"tagger_meta":{"config_hash":"4a051be509a0e3d0","metadata_hash":"6cbadb952f34e061","model":"openai/gpt-5.2","tagged_at":"2026-01-20T18:25:06.614763+00:00"},"tags":{"pathology":["Healthy"],"modality":["Visual"],"type":["Other"],"confidence":{"pathology":0.8,"modality":0.7,"type":0.6},"reasoning":{"few_shot_analysis":"Closest few-shot conventions: (1) The \"EEG: Three armed bandit gambling task\" example shows that interactive, feedback-driven tasks with outcomes (win/loss feedback events) can map to an affect/reward-oriented Type when that is the stated goal; (2) the resting-state examples (e.g., \"A Resting-state EEG Dataset for Sleep Deprivation\") show that eyes-open/eyes-closed recordings map to Resting State modality and Resting-state type only when the dataset is purely/rest-dominant. Here, the dataset includes both resting EEG and an active, complex MOBA gameplay segment with discrete outcome-like events (victory/failure), but the metadata does not explicitly frame the study as affect/reward, attention, or decision-making research, so by convention we avoid over-assigning a specific cognitive Type and use Other.","metadata_analysis":"Key facts from the README: (1) Population/task: \"This dataset contains resting(eyes closed, eyes open) and EEG recordings during playing real MOBA game with 23 participants.\" (2) Event structure tied to gameplay outcomes: \"13 indicates a kill during playing game\", \"14 indicates a death during playing game\", \"444 indicates game failure\", \"666 indicates game victory\". (3) No clinical recruitment language is present anywhere (no patients/diagnoses mentioned). (4) Stimulus channel is not explicitly stated (no explicit mention of audio), but a 'real MOBA game' implies primarily screen-based visual stimulation during gameplay.","paper_abstract_analysis":"No useful paper information.","evidence_alignment_check":"Pathology: Metadata SAYS no disorder/diagnosis and refers to \"23 participants\" in a generic way (no clinical terms). Few-shot pattern SUGGESTS labeling Healthy when no clinical recruitment is specified (consistent with many examples). ALIGN.\nModality: Metadata SAYS \"playing real MOBA game\" (implies a visually presented computer game) and also includes \"resting(eyes closed, eyes open)\". Few-shot pattern SUGGESTS using the dominant stimulus channel during the task segment; game tasks are typically Visual unless explicitly described as multimodal. ALIGN (with some uncertainty because audio is not mentioned).\nType: Metadata SAYS only that recordings were collected during resting and MOBA gameplay, and lists game events (kill/death/victory/failure) without stating the cognitive construct (e.g., attention, affect, decision-making). Few-shot pattern SUGGESTS: if explicit reward/affect framing exists, map to Affect (bandit example), and if purely eyes-open/closed, map to Resting-state (rest examples). Here it is mixed and construct-unstated, so the safest convention is Other. PARTIAL ALIGN (few-shot gives possible mappings, but metadata lacks explicit construct to select a narrower Type).","decision_summary":"Pathology top-2: (a) Healthy — supported by absence of any diagnosis language and generic recruitment: \"23 participants\"; (b) Unknown — possible if participant health status is not stated. Winner: Healthy (metadata implies typical non-clinical cohort; no contrary evidence). Confidence 0.8.\nModality top-2: (a) Visual — implied by \"playing real MOBA game\" (screen-based visual stimuli) plus eyes open/closed rest; (b) Multisensory — plausible because real games often include audio, but not stated. Winner: Visual. Confidence 0.7 because modality is inferred, not explicitly named.\nType top-2: (a) Other — because the dataset describes gameplay and event markers but does not specify the cognitive construct; (b) Affect — plausible due to \"game victory\"/\"game failure\" events resembling outcome feedback, but no explicit affect/reward research aim is stated. Winner: Other. Confidence 0.6 due to limited explicit evidence for a specific cognitive construct."}},"nemar_citation_count":0,"computed_title":"Research data supporting 'EEG recording during playing MOBA game'","nchans_counts":[{"val":67,"count":69}],"sfreq_counts":[{"val":1000.0,"count":69}],"stats_computed_at":"2026-04-22T23:16:00.309842+00:00","total_duration_s":175934.137,"author_year":"Li2024_Research_supporting_playing","canonical_name":null}}