[HTML][HTML] Error-related negativity predicts failure in competitive dual-player video games

Y Yokota, T Soshi, Y Naruse - PloS one, 2019 - journals.plos.org
Y Yokota, T Soshi, Y Naruse
PloS one, 2019journals.plos.org
Along with improvement in electroencephalogram (EEG)-measurement technology,
limitations on the situations in which data can be recorded are gradually being overcome.
EEG measurement in real environments has become increasingly important as a means to
monitor brain activity in our daily lives, such as while playing consumer games in the living
room. The present study measured brain EEG activity while two players engaged in a
competitive consumer baseball game in conditions that closely resembled daily life. The …
Along with improvement in electroencephalogram (EEG)-measurement technology, limitations on the situations in which data can be recorded are gradually being overcome. EEG measurement in real environments has become increasingly important as a means to monitor brain activity in our daily lives, such as while playing consumer games in the living room. The present study measured brain EEG activity while two players engaged in a competitive consumer baseball game in conditions that closely resembled daily life. The recorded brain activity was thus likely related to natural mental reactions and cognitive function that occur in similar daily life activities. To measure the EEG from participants who freely moved while playing the game, we developed EEG devices that incorporated a wireless time synchronization system using Global Positioning Satellite (GPS) signals. These devices stamped the time obtained from the GPS signals onto each data sample, which was then used to synchronize the data that were recorded by different devices. When the batter in the game swung and missed, the error-related negativity component of the event-related EEG potential was strongly evoked in frontal electrodes of the participant controlling the batter. Furthermore, the error-related negativity was modulated according to who was winning and by how much. Thus, here we have demonstrated "real-world" brain activity using a competitive consumer game, which increases intrinsic participant motivation.
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