2021
DOI: 10.1109/access.2021.3053621
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Measuring the Impacts of Virtual Reality Games on Cognitive Ability Using EEG Signals and Game Performance Data

Abstract: Gamification has been widely used in training and enhancing cognitive ability, such as working memory and attention. For example, 3D games can enhance participants' working memory, thereby improving their learning efficiency, and the powerful immersion of VR games can improve the attention of patients with ADHD. However, previous works have not elaborated to what extent the two different game modes can affect cognitive ability respectively, nor have they determined which game mode has a greater effect on the c… Show more

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Cited by 34 publications
(32 citation statements)
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“…Head-mounted-display devices with virtual reality environments extend SoP and attention, leaving behind 2D applications without immersion and user interaction (Li et al, 2020b). A recent work (Wan et al, 2021) also defends that, FIGURE 3 | Main predictors for identification of attention allocation, higher immersion states and higher cognitive load effects as found in the database. Image of public domain, by Laurens R. Krol.…”
Section: Discussionmentioning
confidence: 97%
See 1 more Smart Citation
“…Head-mounted-display devices with virtual reality environments extend SoP and attention, leaving behind 2D applications without immersion and user interaction (Li et al, 2020b). A recent work (Wan et al, 2021) also defends that, FIGURE 3 | Main predictors for identification of attention allocation, higher immersion states and higher cognitive load effects as found in the database. Image of public domain, by Laurens R. Krol.…”
Section: Discussionmentioning
confidence: 97%
“…Head-mounted-display devices with virtual reality environments extend SoP and attention, leaving behind 2D applications without immersion and user interaction ( Li et al, 2020b ). A recent work ( Wan et al, 2021 ) also defends that, through EEG signal outputs for detecting working memory and attention state, applications involving VR environments are greater to those with 3D interaction, having a better impact on the user’s cognitive ability. It is important to consider these characteristics in modern devices, regulating cognitive load and visual fatigue, in view of greater engagement and better access to sustained-attention in new generations.…”
Section: Discussionmentioning
confidence: 99%
“…VR technology has long been used in the medical field for therapies [ 69 , 70 , 71 ]. In addition to its flexibility in design and immersive characteristics, the technology has also been recently integrated with physiological monitoring devices to monitor performances of users during the immersive experience [ 72 , 73 , 74 ]. The approach of an integrated EEG-VR system for a resilience-building intervention can also address the need for multi-centre interventions, as both systems have the advantages of portability and low setup cost.…”
Section: Key Findings and Proposed Directionmentioning
confidence: 99%
“…Opposite results are obtained by authors in [55], who demonstrate that a higher level of immersion can significantly improve inhibitory control and task switching. Similarly, in [56] two different games to train attention and working memory in children with Attention-Deficit/Hyperactivity Disorder (ADHD) in two modes, immersive and non-immersive, are developed and tested on healthy subjects. Electroencephalography (EEG) signals and gameplay data are recorded and analyzed as a measure of participants' cognitive abilities and temporal cognitive ability changes.…”
Section: Visualisation Technologiesmentioning
confidence: 99%