Correlation between videogame mechanics and executive functions through EEG analysis

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 withou...

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Detalles Bibliográficos
Autores: Mondéjar Palomares, Tania María, Hervás Lucas, Ramón, Johnson , Esperanza, Gutiérrez , Carlos, Latorre Postigo, José Miguel
Tipo de recurso: artículo
Fecha de publicación:2016
País:España
Institución:Universidad de Castilla-La Mancha
Repositorio:RUIdeRA. Repositorio Institucional de la UCLM
OAI Identifier:oai:ruidera.uclm.es:10578/44353
Acceso en línea:http://dx.doi.org/10.1016/j.jbi.2016.08.006
https://pubmed.ncbi.nlm.nih.gov/27507089/
https://hdl.handle.net/10578/44353
Access Level:acceso abierto
Palabra clave:Brain-computer interaction
Cognitive rehabilitation
Computational neurosciences
Electroencephalogram
Executive functions
Health games
Pervasive health
Serious games
Descripción
Sumario: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.