2020
DOI: 10.1007/978-3-030-50164-8_26
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An Analysis of Engagement Levels While Playing Brain-Controlled Games

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Cited by 4 publications
(2 citation statements)
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“…Several projects have followed this strategy with effectiveness. Neuro-controlled gameplay that allows teams to manage a simulated quadcopter with their brain waves has been proposed by Tezza et al [21]. e game also uses a BCI to gauge player interest.…”
Section: Related Work On Bci For Enhancing Audience Engagementmentioning
confidence: 99%
“…Several projects have followed this strategy with effectiveness. Neuro-controlled gameplay that allows teams to manage a simulated quadcopter with their brain waves has been proposed by Tezza et al [21]. e game also uses a BCI to gauge player interest.…”
Section: Related Work On Bci For Enhancing Audience Engagementmentioning
confidence: 99%
“…Another example is a special adaptation of the BreakOut game for BCI which achieved a control level for different subjects of about 80% [18]. As shown in other research, the controlling effectiveness highly depends on the level of engagement of the user [24]. All of the abovementioned examples show that BCI has been a field of research in video games for many years, but its usefulness in current, complex and popular video games is still nonexistent.…”
Section: Fig 2 Dualshock Controller [27]mentioning
confidence: 83%