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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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Autores principales: Coenen, Femke, Scheepers, Floortje E., Palmen, Saskia J. M., de Jonge, Maretha V., Oranje, Bob
Formato: Online Artículo Texto
Lenguaje:English
Publicado: SAGE Publications 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6963172/
https://www.ncbi.nlm.nih.gov/pubmed/31423818
http://dx.doi.org/10.1177/1550059419869471
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author Coenen, Femke
Scheepers, Floortje E.
Palmen, Saskia J. M.
de Jonge, Maretha V.
Oranje, Bob
author_facet Coenen, Femke
Scheepers, Floortje E.
Palmen, Saskia J. M.
de Jonge, Maretha V.
Oranje, Bob
author_sort Coenen, Femke
collection PubMed
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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spelling pubmed-69631722020-02-07 Serious Games as Potential Therapies: A Validation Study of a Neurofeedback Game Coenen, Femke Scheepers, Floortje E. Palmen, Saskia J. M. de Jonge, Maretha V. Oranje, Bob Clin EEG Neurosci Psychiatry/Psychology 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. SAGE Publications 2019-08-18 2020-03 /pmc/articles/PMC6963172/ /pubmed/31423818 http://dx.doi.org/10.1177/1550059419869471 Text en © EEG and Clinical Neuroscience Society (ECNS) 2019 http://www.creativecommons.org/licenses/by-nc/4.0/ This article is distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 License (http://www.creativecommons.org/licenses/by-nc/4.0/) which permits non-commercial use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access pages (https://us.sagepub.com/en-us/nam/open-access-at-sage).
spellingShingle Psychiatry/Psychology
Coenen, Femke
Scheepers, Floortje E.
Palmen, Saskia J. M.
de Jonge, Maretha V.
Oranje, Bob
Serious Games as Potential Therapies: A Validation Study of a Neurofeedback Game
title Serious Games as Potential Therapies: A Validation Study of a Neurofeedback Game
title_full Serious Games as Potential Therapies: A Validation Study of a Neurofeedback Game
title_fullStr Serious Games as Potential Therapies: A Validation Study of a Neurofeedback Game
title_full_unstemmed Serious Games as Potential Therapies: A Validation Study of a Neurofeedback Game
title_short Serious Games as Potential Therapies: A Validation Study of a Neurofeedback Game
title_sort serious games as potential therapies: a validation study of a neurofeedback game
topic Psychiatry/Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6963172/
https://www.ncbi.nlm.nih.gov/pubmed/31423818
http://dx.doi.org/10.1177/1550059419869471
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