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Keywords = neurogaming

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38 pages, 1799 KiB  
Review
Neurogaming in Virtual Reality: A Review of Video Game Genres and Cognitive Impact
by Jesus GomezRomero-Borquez, Carolina Del-Valle-Soto, J. Alberto Del-Puerto-Flores, Ramon A. Briseño and José Varela-Aldás
Electronics 2024, 13(9), 1683; https://doi.org/10.3390/electronics13091683 - 26 Apr 2024
Cited by 11 | Viewed by 8746
Abstract
This work marks a significant advancement in the field of cognitive science and gaming technology. It offers an in-depth analysis of the effects of various video game genres on brainwave patterns and concentration levels in virtual reality (VR) settings. The study is groundbreaking [...] Read more.
This work marks a significant advancement in the field of cognitive science and gaming technology. It offers an in-depth analysis of the effects of various video game genres on brainwave patterns and concentration levels in virtual reality (VR) settings. The study is groundbreaking in its approach, employing electroencephalograms (EEGs) to explore the neural correlates of gaming, thus bridging the gap between technology, psychology, and neuroscience. This review enriches the dialogue on the potential of video games as a therapeutic tool in mental health. The study’s findings illuminate the capacity of different game genres to elicit varied brainwave responses, paving the way for tailored video game therapies. This review contributes meaningfully to the state of the art by offering empirical insights into the interaction between gaming environments and brain activity, highlighting the potential applications in therapeutic settings, cognitive training, and educational tools. The findings are especially relevant for developing VR gaming content and therapeutic games, enhancing the understanding of cognitive processes, and aiding in mental healthcare strategies. Full article
(This article belongs to the Special Issue Serious Games and Extended Reality (XR))
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14 pages, 1552 KiB  
Article
A Case Series of 39 United States Veterans with Mild Traumatic Brain Injury Treated with Hyperbaric Oxygen Therapy
by Alison C. Bested, Arif M. Rana, Patrick Hardigan, Jerome Niyirora, Amanpreet Cheema, George Antony, Philip A. Defina and Calixto Machado
Clin. Transl. Neurosci. 2022, 6(3), 21; https://doi.org/10.3390/ctn6030021 - 31 Aug 2022
Cited by 1 | Viewed by 7037
Abstract
Importance: The Defense and Veterans Brain Injury Center reported 358,088 mild traumatic brain injury (mTBI) among U.S. service members worldwide between the years 2000 and 2020. Veterans with mTBI have higher rates of Post-Traumatic Stress Disorder (PTSD), depressive disorder, substance use disorder, anxiety [...] Read more.
Importance: The Defense and Veterans Brain Injury Center reported 358,088 mild traumatic brain injury (mTBI) among U.S. service members worldwide between the years 2000 and 2020. Veterans with mTBI have higher rates of Post-Traumatic Stress Disorder (PTSD), depressive disorder, substance use disorder, anxiety disorder, and suicide than their healthy counterparts. Currently, there is no effective treatment for mTBI. Objective: To assess the efficacy of hyperbaric oxygen therapy (HBOT) as a treatment option for mTBI. Design, Setting, Participants: This is a case series of 39 U.S. Veterans diagnosed with mTBI and treated with HBOT. Of these participants, 36 were men and 3 women, and their ages ranged between 28 and 69. The treatment was administered by The 22 Project (a veteran-centered nonprofit organization) using monoplace hyperbaric chambers located in Delray Beach, Florida. Neuroimaging using Single Photon Emission Computer Tomography (SPECT) brain scans performed pre- and post-HBOT were made available for secondary analysis. Nilearn Python Library was utilized to visualize the corresponding neuroimaging data. A two-sided paired t-test in R was used to compare the pre- and post-treatment results. Intervention: A full treatment of HBOT involved 40 sessions. Each session consisted of the administration of 100% oxygen at 1.5 atmospheres for 90 min, twice a day, for 20 days, Mondays to Fridays only. Main Outcome and Measure: Perfusion in the brain’s Brodmann Areas (BA) comparing pre- and post-HBOT using NeuroGam software analysis from brain SPECT scan neuroimaging and multi-symptom self-reports. Results: A comparison between the pre- and post-HBOT brain scans showed significant improvement in the brain perfusion, and the difference was statistically significant (p < 0.001). Separately, participants reported reduced pain, improved mood, and better sleep, an outcome that translated into an average of about 46.6% improvement in the measured symptoms. Conclusions and Relevance: This series demonstrated that HBOT could be a useful treatment for mTBI in U.S. veterans. The participants in the study showed marked improvement in both brain perfusion measured on SPECT scan imaging and measured mTBI symptoms. This is the first study to use brain SPECT scans with quantitative numerical measurements to demonstrate improvement in brain perfusion in veterans with mild TBI treated with HBOT and measured mTBI symptoms. Future research studies are currently being done to validate these important findings. Full article
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11 pages, 2609 KiB  
Article
A Pilot Study of Game Design in the Unity Environment as an Example of the Use of Neurogaming on the Basis of Brain–Computer Interface Technology to Improve Concentration
by Szczepan Paszkiel, Ryszard Rojek, Ningrong Lei and Maria António Castro
NeuroSci 2021, 2(2), 109-119; https://doi.org/10.3390/neurosci2020007 - 19 Apr 2021
Cited by 10 | Viewed by 5751
Abstract
The article describes the practical use of Unity technology in neurogaming. For this purpose, the article describes Unity technology and brain–computer interface (BCI) technology based on the Emotiv EPOC + NeuroHeadset device. The process of creating the game world and the test results [...] Read more.
The article describes the practical use of Unity technology in neurogaming. For this purpose, the article describes Unity technology and brain–computer interface (BCI) technology based on the Emotiv EPOC + NeuroHeadset device. The process of creating the game world and the test results for the use of a device based on the BCI as a control interface for the created game are also presented. The game was created in the Unity graphics engine and the Visual Studio environment in C#. The game presented in the article is called “NeuroBall” due to the player’s object, which is a big red ball. The game will require full focus to make the ball move. The game will aim to improve the concentration and training of the user’s brain in a user-friendly environment. Through neurogaming, it will be possible to exercise and train a healthy brain, as well as diagnose and treat various symptoms of brain disorders. The project was entirely created in the Unity graphics engine in Unity version 2020.1. Full article
(This article belongs to the Special Issue Brain – Computer Interfaces: Challenges and Applications)
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3 pages, 225 KiB  
Proceeding Paper
The Use of Portable EEG Devices in Development of Immersive Virtual Reality Environments for Converting Emotional States into Specific Commands
by Catarina Sá, Paulo Veloso Gomes, António Marques and António Correia
Proceedings 2020, 54(1), 43; https://doi.org/10.3390/proceedings2020054043 - 25 Aug 2020
Cited by 4 | Viewed by 3361
Abstract
The application of electroencephalography electrodes in Virtual Reality (VR) glasses allows users to relate cognitive, emotional, and social functions with the exposure to certain stimuli. The development of non-invasive portable devices, coupled with VR, allows for the collection of electroencephalographic data. One of [...] Read more.
The application of electroencephalography electrodes in Virtual Reality (VR) glasses allows users to relate cognitive, emotional, and social functions with the exposure to certain stimuli. The development of non-invasive portable devices, coupled with VR, allows for the collection of electroencephalographic data. One of the devices that embraced this new trend is Looxid LinkTM, a system that adds electroencephalography to HTC VIVETM, VIVE ProTM, VIVE Pro EyeTM, or Oculus Rift STM glasses to create interactive environments using brain signals. This work analyzes the possibility of using the Looxid LinkTM device to perceive, evaluate and monitor the emotions of users exposed to VR. Full article
(This article belongs to the Proceedings of 3rd XoveTIC Conference)
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