Video games are enjoyed most when the level and speed of the game match the players' skills. An optimal balance between challenges and skills triggers the subjective experience of "flow," a focused motivation leading to a feeling of spontaneous joy. The present research investigates the behavioral and neural correlates of a paradigm aimed to assess the players' subjective experience during gameplay. Attentional engagement changes were assessed first at the behavioral level and in a second stage by means of EEG recordings. An auditory novelty oddball paradigm was implemented as a secondary task while subjects played in three conditions: boredom, frustration, and flow. We found higher reaction times and error rates in the flow condition. In a...
Steady-state visual evoked potentials (SSVEPs) were recorded from action videogame players (VGPs) an...
Objective: The present study aims to evaluate the visual reactions of users when they are playing ga...
Inclusion of game elements in learning environments to increase motivation and learning outcome is b...
Video games are enjoyed most when the level and speed of the game match the players' skills. An opti...
A central issue in cognitive science is understanding how learning induces cognitive and neural plas...
Video games are an exciting part of new media. Although game play has been intensively studied, the ...
Motivated by the link between play and learning, proposed in literature to have a neurobiological ba...
Psychophysiological methods, such as electroencephalography (EEG), provide reliable high-resolution ...
Objectives: The ability to resist distraction and focus on-task- relevant information while being re...
We investigated the psychophysical and neurophysiological differences between fast-action video game...
Inclusion of game elements in learning environments to increase motivation and learning outcome is b...
We examined whether practice in an open skill video-game task would lead to changes in performance, ...
Along with improvement in electroencephalogram (EEG)-measurement technology, limitations on the situ...
AbstractAdvances in affective computing technologies have made it possible for researchers to invest...
The aims of this chapter are to outline the key experimental methods used by neuroscientists to eval...
Steady-state visual evoked potentials (SSVEPs) were recorded from action videogame players (VGPs) an...
Objective: The present study aims to evaluate the visual reactions of users when they are playing ga...
Inclusion of game elements in learning environments to increase motivation and learning outcome is b...
Video games are enjoyed most when the level and speed of the game match the players' skills. An opti...
A central issue in cognitive science is understanding how learning induces cognitive and neural plas...
Video games are an exciting part of new media. Although game play has been intensively studied, the ...
Motivated by the link between play and learning, proposed in literature to have a neurobiological ba...
Psychophysiological methods, such as electroencephalography (EEG), provide reliable high-resolution ...
Objectives: The ability to resist distraction and focus on-task- relevant information while being re...
We investigated the psychophysical and neurophysiological differences between fast-action video game...
Inclusion of game elements in learning environments to increase motivation and learning outcome is b...
We examined whether practice in an open skill video-game task would lead to changes in performance, ...
Along with improvement in electroencephalogram (EEG)-measurement technology, limitations on the situ...
AbstractAdvances in affective computing technologies have made it possible for researchers to invest...
The aims of this chapter are to outline the key experimental methods used by neuroscientists to eval...
Steady-state visual evoked potentials (SSVEPs) were recorded from action videogame players (VGPs) an...
Objective: The present study aims to evaluate the visual reactions of users when they are playing ga...
Inclusion of game elements in learning environments to increase motivation and learning outcome is b...