This article performs a Systematic Review of studies to answer the question: What are the researches related to the learning process with (Serious) Business Games using data collection techniques with Electroencephalogram or Eye tracking signals? The PRISMA declaration method was used to guide the search and inclusion of works related to the elaboration of this study. The 19 references resulting from the critical evaluation initially point to a gap in investigations into using these devices to monitor serious games for learning in organizational environments. An approximation with equivalent sensing studies in serious games for the contribution of skills and competencies indicates that continuous monitoring measures, such as mental state and eye fixation, proved to identify the players’ attention levels effectively. Also, these studies showed effectiveness in the flow at different moments of the task, motivating and justifying the replication of these studies as a source of insights for the optimized design of business learning tools. This study is the first systematic review and consolidates the existing literature on user experience analysis of business simulation games supported by human-computer interfaces.
To obtain an accurate understanding of player experience (PE) in serious games that simulate organizational environments, many factors must be considered and intertwined, psychological, physiological and related to the game performance itself. Such elements can be analyzed using experimental techniques such as recording attentional aspects or monitoring brain waves and subjective methods such as questionnaires. The objective of this work was to analyze the possible benefits of using a business simulation game (BSG) as a resource to stimulate learning based on the measurement of engagement in its different dimensions, using a hemoencephalogram (HEG) device to monitor cortical activation and the eye tracking (ET), for measuring pupillary dilation, both used concomitantly, in addition to pre- and posttest questionnaires, to record participants’ expectations and perceptions of the game experience. Data collection was carried out with 10 students and professors in the computer engineering course at the University of La Laguna, Spain. The results indicate that critical situations and recurring ethical decisions in the game are important elements of the involvement of participants. In addition, the two devices proved to be suitable as a source of important information in determining the flow and attentional level for BSG.
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