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Mapping EEG Alpha Activity: Assessing Concentration Levels during Player Experience in Virtual Reality Video Games

Author

Listed:
  • Jesus GomezRomero-Borquez

    (Facultad de Ingeniería, Universidad Panamericana, Álvaro del Portillo 49, Zapopan 45010, Jalisco, Mexico
    These authors contributed equally to this work.)

  • J. Alberto Del Puerto-Flores

    (Facultad de Ingeniería, Universidad Panamericana, Álvaro del Portillo 49, Zapopan 45010, Jalisco, Mexico
    These authors contributed equally to this work.)

  • Carolina Del-Valle-Soto

    (Facultad de Ingeniería, Universidad Panamericana, Álvaro del Portillo 49, Zapopan 45010, Jalisco, Mexico
    These authors contributed equally to this work.)

Abstract

This work presents a study in which the cognitive concentration levels of participants were evaluated using electroencephalogram (EEG) measures while they were playing three different categories of virtual reality (VR) video games: Challenging Puzzlers, Casual Games, and Exergames. Thirty-one voluntary participants between the ages of 17 and 35 were recruited. EEG data were processed to analyze the brain’s electrical activity in the alpha band. The values of power spectral density (PSD) and individual alpha frequency (IAF) of each participant were compared to detect changes that could indicate a state of concentration. Additionally, frontal alpha asymmetry (FAA) between the left and right hemispheres of the brain was compared. The results showed that the Exergame category of video games elicited higher average cognitive concentration in players, as indicated by the IAF and FAA values. These findings contribute to understanding the cognitive effects of VR video games and their implications for designing and developing VR experiences to enhance cognitive abilities.

Suggested Citation

  • Jesus GomezRomero-Borquez & J. Alberto Del Puerto-Flores & Carolina Del-Valle-Soto, 2023. "Mapping EEG Alpha Activity: Assessing Concentration Levels during Player Experience in Virtual Reality Video Games," Future Internet, MDPI, vol. 15(8), pages 1-14, August.
  • Handle: RePEc:gam:jftint:v:15:y:2023:i:8:p:264-:d:1213445
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    References listed on IDEAS

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    1. Beatriz Villarejo-Carballido & Cristina M. Pulido & Santiago Tejedor, 2022. "Key Competences for Lifelong Learning through the “Animal Crossing: New Horizons” Video Game," Future Internet, MDPI, vol. 14(11), pages 1-12, November.
    2. Anil Kumar Karembai & Jeffrey Thompson & Patrick Seeling, 2018. "Towards Prediction of Immersive Virtual Reality Image Quality of Experience and Quality of Service," Future Internet, MDPI, vol. 10(7), pages 1-12, July.
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