Serious Games as Potential Therapies: A Validation Study of a Neurofeedback Game
Serious (biofeedback) games offer promising ways to supplement or replace more expensive face-to-face interventions in health care. However, studies on the validity and effectiveness of EEG-based serious games remain scarce. In the current study, we investigated whether the conditions of the neurofe...
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Veröffentlicht in: | Clinical EEG and neuroscience 2020-03, Vol.51 (2), p.87-93 |
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creator | Coenen, Femke Scheepers, Floortje E. Palmen, Saskia J. M. de Jonge, Maretha V. Oranje, Bob |
description | Serious (biofeedback) games offer promising ways to supplement or replace more expensive face-to-face interventions in health care. However, studies on the validity and effectiveness of EEG-based serious games remain scarce. In the current study, we investigated whether the conditions of the neurofeedback game “Daydream” indeed trained the brain activity as mentioned in the game manual. EEG activity was assessed in 14 healthy male volunteers while playing the 2 conditions of the game. The participants completed a training of 5 sessions. EEG frequency analyses were performed to verify the claims of the manual. We found significant differences in α- to β-ratio between the 2 conditions although only in the amplitude data, not in the power data. Within the conditions, mean α-amplitude only differed significantly from the β-amplitude in the concentration condition. Our analyses showed that neither α nor β brain activity differed significantly between game levels (higher level requiring increased brain activity) in either of the two conditions. In conclusion, we found only marginal evidence for the proposed claims stated in the manual of the game. Our research emphasizes that it is crucial to validate the claims that serious games make, especially before implementing them in the clinic or as therapeutic devices. |
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Within the conditions, mean α-amplitude only differed significantly from the β-amplitude in the concentration condition. Our analyses showed that neither α nor β brain activity differed significantly between game levels (higher level requiring increased brain activity) in either of the two conditions. In conclusion, we found only marginal evidence for the proposed claims stated in the manual of the game. 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M.</creatorcontrib><creatorcontrib>de Jonge, Maretha V.</creatorcontrib><creatorcontrib>Oranje, Bob</creatorcontrib><title>Serious Games as Potential Therapies: A Validation Study of a Neurofeedback Game</title><title>Clinical EEG and neuroscience</title><addtitle>Clin EEG Neurosci</addtitle><description>Serious (biofeedback) games offer promising ways to supplement or replace more expensive face-to-face interventions in health care. However, studies on the validity and effectiveness of EEG-based serious games remain scarce. In the current study, we investigated whether the conditions of the neurofeedback game “Daydream” indeed trained the brain activity as mentioned in the game manual. EEG activity was assessed in 14 healthy male volunteers while playing the 2 conditions of the game. The participants completed a training of 5 sessions. EEG frequency analyses were performed to verify the claims of the manual. We found significant differences in α- to β-ratio between the 2 conditions although only in the amplitude data, not in the power data. Within the conditions, mean α-amplitude only differed significantly from the β-amplitude in the concentration condition. Our analyses showed that neither α nor β brain activity differed significantly between game levels (higher level requiring increased brain activity) in either of the two conditions. In conclusion, we found only marginal evidence for the proposed claims stated in the manual of the game. Our research emphasizes that it is crucial to validate the claims that serious games make, especially before implementing them in the clinic or as therapeutic devices.</description><subject>Biofeedback</subject><subject>Brain</subject><subject>Computer & video games</subject><subject>Educational software</subject><subject>EEG</subject><subject>Electroencephalography</subject><subject>Feedback</subject><subject>Games</subject><subject>Psychiatry/Psychology</subject><issn>1550-0594</issn><issn>2169-5202</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><sourceid>AFRWT</sourceid><recordid>eNp1kc1P3DAQxS3Uqiy0d06VpV64hPorccwBCaEClRBFgnK1ZuMxmGbjxU6Q-O_rZYG2SD3N4f3mzccjZIezPc61_srrmrHaKG7axijNN8hM8MZUtWDiHZmt5Gqlb5KtnO8Yk42Q6gPZlFwJ2fJ2Ri4uMYU4ZXoCC8wUMr2IIw5jgJ5e3WKCZcC8Tw_pNfTBwRjiQC_HyT3S6CnQc5xS9IhuDt2vJ4-P5L2HPuOn57pNfh5_uzo6rc5-nHw_OjyrOtWIsfKiRgCJ3igvZK1b5VrGlOHAvfbOeWxdKzXIuVSegXZzBg5c17FONsaB3CYHa9_lNF-g68rOCXq7TGEB6dFGCPZfZQi39iY-2MY0kmtRDHafDVK8nzCPdhFyh30PA5aHWCF0-Zxhghf0yxv0Lk5pKOdZIaU2QvG6LRRbU12KOSf0r8twZldx2bdxlZbPfx_x2vCSTwGqNZDhBv9M_a_hb58enTk</recordid><startdate>20200301</startdate><enddate>20200301</enddate><creator>Coenen, Femke</creator><creator>Scheepers, Floortje E.</creator><creator>Palmen, Saskia J. 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The participants completed a training of 5 sessions. EEG frequency analyses were performed to verify the claims of the manual. We found significant differences in α- to β-ratio between the 2 conditions although only in the amplitude data, not in the power data. Within the conditions, mean α-amplitude only differed significantly from the β-amplitude in the concentration condition. Our analyses showed that neither α nor β brain activity differed significantly between game levels (higher level requiring increased brain activity) in either of the two conditions. In conclusion, we found only marginal evidence for the proposed claims stated in the manual of the game. 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subjects | Biofeedback Brain Computer & video games Educational software EEG Electroencephalography Feedback Games Psychiatry/Psychology |
title | Serious Games as Potential Therapies: A Validation Study of a Neurofeedback Game |
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