Biology:Neurogaming
Neurogaming is a nascent form of gaming that involves the use of brain–computer interfaces such as EEG so that users can interact with the game without the need of traditional controllers.[1][2][3] It can be used as a novel and engaging type of gameplay, or as a way to create adaptive technology to improve accessibility in gaming. Some use cases show the combination of traditional controllers with direct brain inputs.[4][5] It is worth noting that neurogaming is expected to become a significant advancement in the field of electronic entertainment. However, its applications are not limited to entertainment; neurogaming technologies also have considerable potential in medical fields.[1][6] Neural games can be used in the diagnosis, treatment support, and rehabilitation of neurological disorders. For this purpose, games have been developed to assist in addressing conditions such as Alzheimer's disease, Parkinson's disease, spinal cord injuries, attention deficit hyperactivity disorder (ADHD), and other related disorders.[1]
Neurogaming is also possible in Multiplayer mode. Some use cases allow players to see the brain activity of other users [7] while others do not incorporate brain data visualization into the experience.[8]
Besides health industry neurogaming technologies represent interest to other various sectors like defense, sports [7] and education.[9]
"The player becomes a virtual agent in the game.. In the classroom it translates into a form of differentiated instruction."[9]
One of the earliest neurogames is the racing game NeuroRacer, which was designed by Adam Gazzaley to improve the cognitive functioning of aging adults.[10] Other early neurogames include "Throw Trucks With Your Mind" (which allows users to pick up and throw objects by mentally blocking distractions) and NeuroMage, which allows users to use a "relax the mind" technique to learn new spells and levitate the Millennium Falcon.
Among possible dangers and concerns surrounding neurogaming are ethical issues like mind control, brain intrusion and mind reading.[11]
References
- ↑ 1.0 1.1 1.2 Beigi Habibabadi, Mohammad Amir (2022) (in Persian). Neurogaming and BCIs. Iran: MABH. pp. 7-19. ISBN 978-622-00-2225-1. https://opac.nlai.ir/opac-prod/search/briefListSearch.do?command=FULL_VIEW&id=8886571&pageStatus=0&sortKeyValue1=sortkey_title&sortKeyValue2=sortkey_author.
- ↑ "Neurogaming: Interest growing in technology that picks players' brains - San Jose Mercury News". 2014-06-13. http://www.mercurynews.com/business/ci_25957073/neurogaming-interest-growing-technology-that-picks-players-brains. Retrieved May 14, 2015.
- ↑ "The DeanBeat: Neurogaming is a nascent market fueled by brain games and sensors". 2013-05-03. https://venturebeat.com/2013/05/03/the-deanbeat-neurogaming-is-a-nascent-market-fueled-by-brain-games-and-sensors/. Retrieved May 14, 2015.
- ↑ "I Just Controlled A Computer With My Mind, Here's How" (in en). https://www.gamingbible.co.uk/features/games-nextmind-i-just-controlled-a-computer-with-my-mind-heres-how-20210730.
- ↑ (in en) Platform Game Demo, https://www.youtube.com/watch?v=DTS-w4K8m08, retrieved 2021-09-01
- ↑ Singularity University (June 3, 2013). "The Future Of Gaming - It May Be All In Your Head". https://www.forbes.com/sites/singularity/2013/06/03/the-future-of-gaming-it-may-be-all-in-your-head/. Retrieved May 14, 2015.
- ↑ 7.0 7.1 Forsythe C.; Liao H.; Trumbo M.; Cardona-Rivera, C. (2015). Cognitive Neuroscience of Human Systems: Work and Everyday Life..
- ↑ (in en) Nextmind Multiplayer Demo, https://www.youtube.com/watch?v=5eeVBav3Slo, retrieved 2021-09-01
- ↑ 9.0 9.1 Ryan Schaaf R.; Mohan N. (2014). Making School a Game Worth Playing: Digital Games in the Classroom.
- ↑ "The race to control video games using your mind". 2015-05-08. https://www.theverge.com/2015/5/8/8574681/mind-controlled-video-games-neurogaming-conference-oculus-vr. Retrieved May 14, 2015.
- ↑ V. RAJARAMAN; N. ADABALA. (2015). FUNDAMENTALS OF COMPUTERS. 6th edition..
