2018
DOI: 10.1007/s12652-018-0841-0
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Analyzing EEG waves to support the design of serious games for cognitive training

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Cited by 19 publications
(11 citation statements)
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“…The results showed that various scenes during the gameplay caused differing types and intensities of emotion in each player, for example, the excitement from correctly hitting the target and frustration from missing the goal [128]. For visualization of the brain activity have been used two colors: the area of the brain that performs high activity used red color, and the area with low activity used green color to present emotions during the game [126,129]. Furthermore, many neurogaming methods have funded the research of affective states on the task engagement and the 2-Dimensional valence/arousal plane [130].…”
Section: Gamingmentioning
confidence: 99%
See 1 more Smart Citation
“…The results showed that various scenes during the gameplay caused differing types and intensities of emotion in each player, for example, the excitement from correctly hitting the target and frustration from missing the goal [128]. For visualization of the brain activity have been used two colors: the area of the brain that performs high activity used red color, and the area with low activity used green color to present emotions during the game [126,129]. Furthermore, many neurogaming methods have funded the research of affective states on the task engagement and the 2-Dimensional valence/arousal plane [130].…”
Section: Gamingmentioning
confidence: 99%
“…Often for treatment in conjunction with EEG headsets, the so-called "serious games" are used, a type of video games called in this way due to their special characteristics include such tasks beyond just leisure purpose, to detect any abnormal features and improve problems with attention [129,142]. Diverse mind-controlled games, "RehabNet" [148], "Harvest Challenge" [138], "Shooting" [139], "Magic Carpet" [143], "FOCUS" [142], "MindLight" [143,144], and "FarmerKeeper" [146], are instances of video games and serious games, which serve as neurofeedback training for patients that have cognitive issues, wherein the characters are controlled by signals changed in the brain and their patterns.…”
Section: Gamingmentioning
confidence: 99%
“…Early common predominant opinions mainly focused on VGs according to dichotomous thinking, as enjoyable entertainment or harmful tools [ 14 ]. The recent literature instead provided evidence on the impact of VGs on the brain and its functional modifications while playing [ 15 , 16 , 17 , 18 , 19 ], showing that video games involve different cortical and subcortical structures, with cognitive and emotional competence, such as frontal and prefrontal regions, the posterior and superior parietal lobe, the anterior and posterior cingulate cortices, limbic areas, the amygdala, the entorhinal cortex and basal nuclei [ 1 , 20 , 21 , 22 ].…”
Section: Introductionmentioning
confidence: 99%
“…They found prominent bioelectrical prefrontal activity during the performance related to executive functions (timely action, pattern learning, logical puzzles) and more global brain activity and a higher presence of alpha waves, or a greater activation of the temporal lobe, in the accurate action and mimic sequence. Similarly, they correlated higher magnitudes on frequency bands with five game mechanics in ten healthy children, who played with a VG platform for an average of about 20 min [ 16 ]. Theta waves, related to memory and emotions, were more significant in the five mechanics, while beta waves, related to concentration, were more prominent in only two.…”
Section: Introductionmentioning
confidence: 99%
“…Improve issues with speech-to-text and translate affecting tone analyzer data; • Improve and add dialogue options and responses to the sensorized toy [40]; • Add validation through the use of EEG [41][42][43], for any information that could be seen through those means, such as the activation of certain areas of the brain to do with emotional processing or communication;…”
mentioning
confidence: 99%