Abstract
Brain computer interfaces (BCI) are the foundation of numerous therapeutic applications that use brain signals to control programs or to translate into feedback. While the technical creation of these systems may be done in the lab with limited design expertise, the translation into a therapeutic calls for the engagement of game designers. This is evermore true for BCI in virtual reality (VR). VR has the potential to elevate BCI in embodiment and immersiveness. These traits are key for neurofeedback therapies for neurobehavioral conditions like anxiety. The cooperation between game designers and scientists overcomes the hurdle in transforming an experiment into a tool. More often than not, BCI on the road to therapeutics or other practical applications are launched in original or adapted games to demonstrate the usability of the platform. In the absence of partnerships like this, slow or stalled progress ensues on the scientific translation. We demonstrate this principle in a range of examples and in-depth with Mandala Flow Stateāa VR neurofeedback system that first served as an interactive installation in an art museum.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
van Gerven, F.: The brain-computer interface cycle. J. Neural Eng. 6(4), 041001 (2009)
Andersen, R.: From thought to action: the brain-machine interface in posterior parietal cortex. Proc. Natl. Acad. Sci. USA 116(52), 26274ā26279 (2019)
Rohani, D.: Brain-computer interface using P300 and virtual reality: a gaming approach for treating ADHD. In: 2014 36th Annual International Conference of the IEEE Engineering in Medicine and Biology Society, Chicago, IL (2014)
Holz, E.: Brainācomputer interface controlled gaming: evaluation of usability by severely motor restricted end-users. Artif. Intell. Med. 59(2), 111ā120 (2013)
Scherer, R., Faller, J., Balderas, D.: Brainācomputer interfacing: more than the sum of its parts. Soft Comput. 17, 317ā331 (2013)
Thibault, R.T., Lifshitz, M., Raz, A.: The self-regulating brain and neurofeedback: experimental science and clinical promise. Cortex 74, 247ā261 (2016)
Hammond, D.C.: Neurofeedback treatment of depression and anxiety. J. Adult Dev. 12(2/3), 131ā137 (2005)
Orndorff-Plunkett, F., SIngh, F., Aragon, O.R., Pineda, J.: Assessing the effectiveness of neurofeedback training in the context of clinical and social neuroscience. Brain Sci. 7(96) (2017)
Rashid, M., Sulaiman, N., Abdul Majeed, A.P., Musa, R.M.: Current status, challenges, and possible solutions of EEG-based brain-computer interface: a comprehensive review. Front. Neurorobot. 14(25) (2020)
University of Twente, āBMS Labā (2020). https://bmslab.utwente.nl/
Nijholt, A., Plass-Oude Bos, D., Reuderink, B.: Turning shortcomings into challenges: brain-computer interfaces for games. Entertainment Comput. 1, 85ā94 (2009)
Interactive Productline Team, āMindball Playā Interactive Productline IP AB (2018)
Gazner, P.D., et al.: Restoring the sense of touch using a sensorimotor demultiplexing neural interface. Cell 181(4), P763ā773 (2020)
Sitaram, R., et al.: Closed-loop brain training: the science of neurofeedback. Nat. Rev. Neurosci. 18(2) (2017)
Krepel, N., Egtberts, T., Sack, A.T., Heinrich, H., Ryan, M., Arns, M.: A multicenter effectiveness trial of QEEG-informed neurofeedback in ADHD: replication and treatment prediction. Neuroimage Clin. 28(102399) (2020)
Emotiv, āEmotiv.comā (2020). https://www.emotiv.com/category/independent-studies/. Accessed 5 Oct 2020
Alchalabi, A.E., Eddin, A.N., Shirmohammadi, S.: More attention, less deficit: wearable EEG-based serious game for focus improvement. In: IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH), Perth, WA (2017)
Wijnhoven, L.A., Creemers, D.H., Engels, R.C., Granic, I.: The effect of the video game Mindlight on anxiety symptoms in children with an Autism Spectrum Disorder. BMC Psychiatry 15(1), 138 (2015)
Wijnhoven, L.A., et al.: Effects of the video game āMindlightā on anxiety of children with an autism spectrum disorder: a randomized controlled trial. J. Behav. Ther. Exp. Psychiatry 68, 101548 (2020)
MyndLift, āMyndliftā (2020). https://www.myndlift.com/
Perez-Marcos, D.: Virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation. NeuroEngineering Rehabil. 15(113) (2018)
āERA-LEARNā. https://www.era-learn.eu/network-information/networks/eurostars/cut-off-11-09-2014/electrophysiological-and-virtual-reality-assembly-for-neurorehabilitation. Accessed 5 Dec 2020
Marzbani, H., Marateb, H.R., Mansourian, M.: Methodological note: neurofeedback: a comprehensive review on system design, methodology and clinical applications. Basic Clin. Neurosci. 7(2), 143ā158 (2016)
Micoulaud-Franchi, F.A., Geoffroy, P.A., Fond, G., Lopez, R., Bioulac, S., Philip, P.: EEG neurofeedback treatments in children with ADHD: an updated meta-analysis of randomized controlled trials. Front. Hum. Neurosci. 13(8), 906 (2014)
Patel, K., et al.: Effects of neurofeedback in the management of chronic pain: a systematic review and meta-analysis of clinical trials. Eur. J. Pain (2020)
Adolfsson, A., Bernal, J., Ackerman, M., Scott, J.: Musical mandala mindfulness: a generative biofeedback experience. In: Musical Metacreation, Charlotte, NC (2019)
Harvard University, āCreating a Mandalaā (2020). https://pluralism.org/creating-a-mandala
āNight of Ideasā (2019). https://www.nightofideassf.com/
BrainMaster Technologies (2020). https://www.brainmaster.com/product/zukors-drive-clinical/
Interaxon, āChooseMuseā (2020). www.choosemuse.com
Scott, J., Sims, M., Harrold, L., Jacobus, N., Avelar, C.: Transformation of Buddhist Mandalas into a Virtual Reality Installation, Leonardo, submitted
Bossenbroek, R., Wols, A., Weerdmeester, J., Lichtwarck-Aschoff, A., Granic, I., van Rooij, M.: Efficacy of a virtual reality biofeedback game (DEEP) to reduce anxiety and disruptive classroom behavior: single-case study. JMIR Ment. Health 7(3), e16066 (2020)
Deloitte, āDigital media trends surveyā Deloitte.Insights (2020)
Flynt, J.: ā3D Insiderā, 31 May 2019. https://3dinsider.com/virtual-reality-statistics/. Accessed 5 Oct 2020
Val-Calvo, M., Alvarez-Sanches, J.R., Ferrandez-Vicente, J.M., Fernandez, E.: Optimization of real-time EEG artifact removal and emotion estimation for human-robot interaction applications. Front. Comput. Neurosci. 13(80) (2019)
Emotiv, āEmotiv.comā (2020). https://www.emotiv.com/our-technology/. Accessed 5 Oct 2020
Jackson, M.M., Mappus, R.: Applications for brain-computer interfaces. In: Tan, D., Nijholt, A. (eds.) Brain-Computer Interfaces, pp. 89ā103. Springer, London (2010). https://doi.org/10.1007/978-1-84996-272-8_6
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
Ā© 2021 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
About this paper
Cite this paper
Scott, J.A., Sims, M. (2021). Acceleration of Therapeutic Use of Brain Computer Interfaces by Development for Gaming. In: Shaghaghi, N., Lamberti, F., Beams, B., Shariatmadari, R., Amer, A. (eds) Intelligent Technologies for Interactive Entertainment. INTETAIN 2020. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 377. Springer, Cham. https://doi.org/10.1007/978-3-030-76426-5_18
Download citation
DOI: https://doi.org/10.1007/978-3-030-76426-5_18
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-76425-8
Online ISBN: 978-3-030-76426-5
eBook Packages: Computer ScienceComputer Science (R0)