期刊
NEUROSCIENCE LETTERS
卷 818, 期 -, 页码 -出版社
ELSEVIER IRELAND LTD
DOI: 10.1016/j.neulet.2023.137567
关键词
Brain-computer interface; Attention games; Human-computer interaction; Functional Near-infrared spectroscopy; Cortical activation
This study explores the efficacy of two forms of BCI attention training games and finds that physical games may be more effective than video games. The research also offers valuable insights for future game design from a neuroscience perspective.
BCI games have been widely employed as non-invasive therapeutic interventions for conditions, but their efficacy remains a subject of debate. This study explores the efficacy of two prevalent forms of Brain-Computer Interface (BCI)-based attention training games: video games (VG) and physical games (PG). The effectiveness of these games has been examined through the lens of neuroscience, using functional Near-Infrared Spectroscopy (fNIRS) to monitor cortical activation. After the fNIRS test, subjects completed an Intrinsic Motivation Inventory (IMI) questionnaire. PG tasks activated six channels (L-PFC, R-PFC and R-TL), while VG tasks activated only one (R-PFC). Furthermore, females exhibited stronger activation during PG tasks, while males had none in either. Our findings suggest that under equivalent game rules and themes, PG may prove more effective for cognitive rehabilitation than VG, with stronger intrinsic motivation. We also found this result may exhibit gender differences. Finally, this research offers valuable insights for the future design of BCI-based games from a neuroscience perspective.
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