loading
Papers Papers/2022 Papers Papers/2022

Research.Publish.Connect.

Paper

Paper Unlock

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. (More)

CC BY-NC-ND 4.0

Sign In Guest: Register as new SciTePress user now for free.

Sign In SciTePress user: please login.

PDF ImageMy Papers

You are not signed in, therefore limits apply to your IP address 3.14.70.203

In the current month:
Recent papers: 100 available of 100 total
2+ years older papers: 200 available of 200 total

Paper citation in several formats:
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 (VISIGRAPP 2021) - GRAPP; ISBN 978-989-758-488-6; ISSN 2184-4321, SciTePress, pages 278-283. DOI: 10.5220/0010314502780283

@conference{grapp21,
author={Jose L. 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 (VISIGRAPP 2021) - GRAPP},
year={2021},
pages={278-283},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0010314502780283},
isbn={978-989-758-488-6},
issn={2184-4321},
}

TY - CONF

JO - Proceedings of the 16th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2021) - GRAPP
TI - Using EEG and Gamified Neurofeedback Environments to Improve eSports Performance: Project Neuroprotrainer
SN - 978-989-758-488-6
IS - 2184-4321
AU - Soler-Dominguez, J.
AU - Gonzalez, C.
PY - 2021
SP - 278
EP - 283
DO - 10.5220/0010314502780283
PB - SciTePress