Abstract
In this paper, it has been analysed the responses, in terms of cognitive activation through EEG, to specific external stimuli. It has been developed a videogame, as a particular kind of serious games from health, which promotes the exercise of cognitive abilities. The participants were ten healthy children between 7 to 12 years old, selected because of their developmental age. Mechanics included in the videogame have been evaluated and related to the processing of new information and user response in preliminary works. The hypothesis of the current work refers to how specific mechanics that are involved in platform-videogames cause activation in the electroencephalogram waves according to cognitive processes such as short-time memory, attention and concentration. It has been analyzed through the magnitude of EEG frequency bands. The results are consistent by showing a differential activation during several game mechanics. With these results we can conclude that the videogame promotes activation and exercise in areas related to the mentioned cognitive skills when the participants are playing the videogame mainly during particular mechanics.
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Acknowledgments
This work was conducted in the context of UBIHEALTH project under International Research Staff Exchange Schema (MC-IRSES 316337). We want to thank, especially children who have helped us playing and appreciating our game. Also we want to thanks the parents to support and collaborated in our investigation. Finally, many thanks to Rodrigo Marin for developing such amazing videogame.
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Mondéjar, T., Hervás, R., Latorre, J.M., Diaz, I.G., Bravo, J. (2016). Analysis of EEG Frequency Bands During Typical Mechanics of Platform-Videogames. In: García, C., Caballero-Gil, P., Burmester, M., Quesada-Arencibia, A. (eds) Ubiquitous Computing and Ambient Intelligence. UCAmI 2016. Lecture Notes in Computer Science(), vol 10069. Springer, Cham. https://doi.org/10.1007/978-3-319-48746-5_32
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