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Review

Business Simulation Games Analysis Supported by Human-Computer Interfaces: A Systematic Review

1
Research and Innovation Department, Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Sul, Rio Grande 96201-460, Brazil
2
Computer Engineering and Systems Department, Universidad de La Laguna, Avda. Astrofísico F. Sanchez s/n, 38204 La Laguna, Tenerife, Spain
3
Centro de Ciências Computacionais, Universidade Federal do Rio Grande, Av. Itália, s/n, km 8-Carreiros, Rio Grande 96203-900, Brazil
*
Author to whom correspondence should be addressed.
Academic Editor: Christophoros Nikou
Sensors 2021, 21(14), 4810; https://doi.org/10.3390/s21144810
Received: 7 June 2021 / Revised: 4 July 2021 / Accepted: 9 July 2021 / Published: 14 July 2021
(This article belongs to the Special Issue Human-Computer Interaction in Pervasive Computing Environments)
This article performs a Systematic Review of studies to answer the question: What are the researches related to the learning process with (Serious) Business Games using data collection techniques with Electroencephalogram or Eye tracking signals? The PRISMA declaration method was used to guide the search and inclusion of works related to the elaboration of this study. The 19 references resulting from the critical evaluation initially point to a gap in investigations into using these devices to monitor serious games for learning in organizational environments. An approximation with equivalent sensing studies in serious games for the contribution of skills and competencies indicates that continuous monitoring measures, such as mental state and eye fixation, proved to identify the players’ attention levels effectively. Also, these studies showed effectiveness in the flow at different moments of the task, motivating and justifying the replication of these studies as a source of insights for the optimized design of business learning tools. This study is the first systematic review and consolidates the existing literature on user experience analysis of business simulation games supported by human-computer interfaces. View Full-Text
Keywords: business simulation game; serious game; EEG; eye tracking; learning; neuroscience business simulation game; serious game; EEG; eye tracking; learning; neuroscience
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MDPI and ACS Style

Ferreira, C.P.; González-González, C.S.; Adamatti, D.F. Business Simulation Games Analysis Supported by Human-Computer Interfaces: A Systematic Review. Sensors 2021, 21, 4810. https://doi.org/10.3390/s21144810

AMA Style

Ferreira CP, González-González CS, Adamatti DF. Business Simulation Games Analysis Supported by Human-Computer Interfaces: A Systematic Review. Sensors. 2021; 21(14):4810. https://doi.org/10.3390/s21144810

Chicago/Turabian Style

Ferreira, Cleiton Pons, Carina Soledad González-González, and Diana Francisca Adamatti. 2021. "Business Simulation Games Analysis Supported by Human-Computer Interfaces: A Systematic Review" Sensors 21, no. 14: 4810. https://doi.org/10.3390/s21144810

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