Literature DB >> 27507089

Correlation between videogame mechanics and executive functions through EEG analysis.

Tania Mondéjar1, Ramón Hervás2, Esperanza Johnson3, Carlos Gutierrez4, José Miguel Latorre5.   

Abstract

This paper addresses a different point of view of videogames, specifically serious games for health. This paper contributes to that area with a multidisciplinary perspective focus on neurosciences and computation. The experiment population has been pre-adolescents between the ages of 8 and 12 without any cognitive issues. The experiment consisted in users playing videogames as well as performing traditional psychological assessments; during these tasks the frontal brain activity was evaluated. The main goal was to analyse how the frontal lobe of the brain (executive function) works in terms of prominent cognitive skills during five types of game mechanics widely used in commercial videogames. The analysis was made by collecting brain signals during the two phases of the experiment, where the signals were analysed with an electroencephalogram neuroheadset. The validated hypotheses were whether videogames can develop executive functioning and if it was possible to identify which kind of cognitive skills are developed during each kind of typical videogame mechanic. The results contribute to the design of serious games for health purposes on a conceptual level, particularly in support of the diagnosis and treatment of cognitive-related pathologies.
Copyright © 2016 Elsevier Inc. All rights reserved.

Entities:  

Keywords:  Brain-computer interaction; Cognitive rehabilitation; Computational neurosciences; Electroencephalogram; Executive functions; Health games; Pervasive health; Serious games

Mesh:

Year:  2016        PMID: 27507089     DOI: 10.1016/j.jbi.2016.08.006

Source DB:  PubMed          Journal:  J Biomed Inform        ISSN: 1532-0464            Impact factor:   6.317


  5 in total

1.  Strategies to Improve Activity Recognition Based on Skeletal Tracking: Applying Restrictions Regarding Body Parts and Similarity Boundaries.

Authors:  Carlos Gutiérrez-López-Franca; Ramón Hervás; Esperanza Johnson
Journal:  Sensors (Basel)       Date:  2018-05-22       Impact factor: 3.576

2.  Commentary: Fighting Depression: Action Video Game Play May Reduce Rumination and Increase Subjective and Objective Cognition in Depressed Patients.

Authors:  Arnav Gupta; Veeral Desai; Michael Wong
Journal:  Front Psychol       Date:  2018-10-01

Review 3.  Mind the gap: State-of-the-art technologies and applications for EEG-based brain-computer interfaces.

Authors:  Roberto Portillo-Lara; Bogachan Tahirbegi; Christopher A R Chapman; Josef A Goding; Rylie A Green
Journal:  APL Bioeng       Date:  2021-07-20

Review 4.  The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review.

Authors:  Daniela Smirni; Elide Garufo; Luca Di Falco; Gioacchino Lavanco
Journal:  Pediatr Rep       Date:  2021-07-14

5.  m-Health: Lessons Learned by m-Experiences.

Authors:  José Bravo; Ramón Hervás; Jesús Fontecha; Iván González
Journal:  Sensors (Basel)       Date:  2018-05-15       Impact factor: 3.576

  5 in total

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