Using EEG and Gamified Neurofeedback Environments to Improve eSports Performance: Project Neuroprotrainer

Jose Soler-Dominguez, Carlos Gonzalez

Abstract

Human performance has permanently been an objective for society and, specifically, for researchers. Traditional sports, board games, video games... A wide diversity of domains have recall the attention on the reasons why top players perform better than the rest. eSports can be defined as competitive multiplayer video games. Nowadays, eSports have a huge impact on society with billions of people playing or consuming related content. Being a relatively new universe, there is a wide gap when talking about applying scientific principles to performance analysis and improvement on eSports. This paper tries to establish a new research topic, introducing Virtual Reality and neuroscience as main frameworks to pursue a double objective: evaluate psycho-cognitive characteristics of eSports players aiming to profile them and, additionally, using that profile to create custom psycho-cognitive training plans. Neuroscience and EEG data from players have the ability of explaining the complex decision making procedures that involve an individual action while playing. Neurofeedback training (NFT) is a neuro-behavioral technique that will allow using real-time EEG data to drive a gamified environment aiming to adapt their brain activity to the optimum performance mode. This project aims, for the first time, to use neurofeedback within a gamified training environment in order to improve individual performance on eSports.

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Paper Citation


in Harvard Style

Soler-Dominguez J. and Gonzalez C. (2021). Using EEG and Gamified Neurofeedback Environments to Improve eSports Performance: Project Neuroprotrainer.In Proceedings of the 16th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications - Volume 1: GRAPP, ISBN 978-989-758-488-6, pages 278-283. DOI: 10.5220/0010314502780283


in Bibtex Style

@conference{grapp21,
author={Jose Soler-Dominguez and Carlos Gonzalez},
title={Using EEG and Gamified Neurofeedback Environments to Improve eSports Performance: Project Neuroprotrainer},
booktitle={Proceedings of the 16th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications - Volume 1: GRAPP,},
year={2021},
pages={278-283},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0010314502780283},
isbn={978-989-758-488-6},
}


in EndNote Style

TY - CONF

JO - Proceedings of the 16th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications - Volume 1: GRAPP,
TI - Using EEG and Gamified Neurofeedback Environments to Improve eSports Performance: Project Neuroprotrainer
SN - 978-989-758-488-6
AU - Soler-Dominguez J.
AU - Gonzalez C.
PY - 2021
SP - 278
EP - 283
DO - 10.5220/0010314502780283