脑-机接口
功能近红外光谱
心理学
神经反射
透视图(图形)
电子游戏
康复
神经科学
认知
认知心理学
心理干预
脑电图
多媒体
计算机科学
人工智能
前额叶皮质
精神科
作者
An Chen,Hao Song,Yongpeng Han,Fang Yang,Yibei Miao
标识
DOI:10.1016/j.neulet.2023.137567
摘要
BCI games have been widely employed as non-invasive therapeutic interventions for conditions, but their efficacy remains a subject of debate. This study explores the efficacy of two prevalent forms of Brain-Computer Interface (BCI)-based attention training games: video games (VG) and physical games (PG). The effectiveness of these games has been examined through the lens of neuroscience, using functional Near-Infrared Spectroscopy (fNIRS) to monitor cortical activation. After the fNIRS test, subjects completed an Intrinsic Motivation Inventory (IMI) questionnaire. PG tasks activated six channels (L-PFC, R-PFC and R-TL), while VG tasks activated only one (R-PFC). Furthermore, females exhibited stronger activation during PG tasks, while males had none in either. Our findings suggest that under equivalent game rules and themes, PG may prove more effective for cognitive rehabilitation than VG, with stronger intrinsic motivation. We also found this result may exhibit gender differences. Finally, this research offers valuable insights for the future design of BCI-based games from a neuroscience perspective.
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