Authors:
Jose L. Soler-Dominguez
1
and
Carlos Gonzalez
2
Affiliations:
1
Instituto de Investigación e Innovación en Bioingenieria (I3B), Universitat Politècnica de València, Camino de Vera s/n, 46022, Valencia, Spain
;
2
Applied Computing for Learning & Well-being, Unidad TIC, Florida Universitària, 46470, Catarroja, Spain
Keyword(s):
eSports, Gamification, Neuroscience, Neurofeedback Training.
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 decisio
n 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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