Evidence map›Paper›PMID 37600556›Full record

ArticleFrontiers in human neuroscience2023

Combining brain-computer interfaces and multiplayer video games: an application based on c-VEPs.

Selene Moreno-Calderón, Víctor Martínez-Cagigal, Eduardo Santamaría-Vázquez, Sergio Pérez-Velasco, Diego Marcos-Martínez, Roberto Hornero

Open access · goldAbstract read
In one paragraph

Article in Frontiers in human neuroscience, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed, 1 pooled it
2.6field-weighted citation impact, top 10% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

3 citing papers in PubMed, 1 synthesis or guideline pooled it, 15 citations in OpenAlex.

  1. Pooled it
  2. Review
  3. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors at 2 institutions in 1 country.

Selene Moreno-CalderónBiomedical Engineering Group (GIB), E.T.S Ingenieros de Telecomunicación, University of Valladolid, Valladolid, Spain.
Víctor Martínez-CagigalBiomedical Engineering Group (GIB), E.T.S Ingenieros de Telecomunicación, University of Valladolid, Valladolid, Spain.
Eduardo Santamaría-VázquezBiomedical Engineering Group (GIB), E.T.S Ingenieros de Telecomunicación, University of Valladolid, Valladolid, Spain.
Sergio Pérez-VelascoBiomedical Engineering Group (GIB), E.T.S Ingenieros de Telecomunicación, University of Valladolid, Valladolid, Spain.
Diego Marcos-MartínezBiomedical Engineering Group (GIB), E.T.S Ingenieros de Telecomunicación, University of Valladolid, Valladolid, Spain.
Roberto HorneroBiomedical Engineering Group (GIB), E.T.S Ingenieros de Telecomunicación, University of Valladolid, Valladolid, Spain.
Universidad de Valladolid · ESBiomedical Research Networking Center in Bioengineering, Biomaterials and Nanomedicine · ES

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Introduction and objective: Video games are crucial to the entertainment industry, nonetheless they can be challenging to access for those with severe motor disabilities. Brain-computer interfaces (BCI) systems have the potential to help these individuals by allowing them to control video games using their brain signals. Furthermore, multiplayer BCI-based video games may provide valuable insights into how competitiveness or motivation affects the control of these interfaces. Despite the recent advancement in the development of code-modulated visual evoked potentials (c-VEPs) as control signals for high-performance BCIs, to the best of our knowledge, no studies have been conducted to develop a BCI-driven video game utilizing c-VEPs. However, c-VEPs could enhance user experience as an alternative method. Thus, the main goal of this work was to design, develop, and evaluate a version of the well-known 'Connect 4' video game using a c-VEP-based BCI, allowing 2 users to compete by aligning 4 same-colored coins vertically, horizontally or diagonally. Methods: The proposed application consists of a multiplayer video game controlled by a real-time BCI system processing 2 electroencephalograms (EEGs) sequentially. To detect user intention, columns in which the coin can be placed was encoded with shifted versions of a pseudorandom binary code, following a traditional circular shifting c-VEP paradigm. To analyze the usability of our application, the experimental protocol comprised an evaluation session by 22 healthy users. Firstly, each user had to perform individual tasks. Afterward, users were matched and the application was used in competitive mode. This was done to assess the accuracy and speed of selection. On the other hand, qualitative data on satisfaction and usability were collected through questionnaires. Results: The average accuracy achieved was 93.74% ± 1.71%, using 5.25 seconds per selection. The questionnaires showed that users felt a minimal workload. Likewise, high satisfaction values were obtained, highlighting that the application was intuitive and responds quickly and smoothly. Conclusions: This c-VEP based multiplayer video game has reached suitable performance on 22 users, supported by high motivation and minimal workload. Consequently, compared to other versions of "Connect 4" that utilized different control signals, this version has exhibited superior performance.

Indexed as

brain-computer interfacescode-modulated visual evoked potentialselectroencephalographymultiplayervideo games

Identifiers

PMID37600556
PMCPMC10435322
OpenAlexW4385547267

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.