Brain–Computer Interface Games Based on Consumer-Grade EEG Devices: A Systematic Literature Review

Gabriel Alves Mendes Vasiljevic, Leonardo Cunha de Miranda

International Journal of Human-Computer Interaction · 2019 · 169 citations · 114 references

Concepts

TL;DR

Brain–Computer Interfaces enable users to control computers with brain waves, and the availability of consumer‑grade EEG devices has expanded their use beyond medicine into human‑computer interaction, particularly in computer games that offer more user‑friendly applications for the general public. This study systematically reviews BCI games that employ consumer‑grade EEG devices. The review examined papers published over 12 years, applying a rigorous systematic process to collect and analyze data. The review shows a growing number of user‑friendly BCI games, mainly driven by attention, meditation, motor imagery, and emotion signals from NeuroSky and Emotiv devices, yet highlights persistent challenges such as limited qualitative usability studies and other open research opportunities in HCI.

Abstract

Brain–Computer Interfaces (BCIs) are specialized systems that allow users to control computer applications using their brain waves. With the advent of consumer-grade electroencephalography (EEG) devices, brain-controlled systems started to find applications outside of the medical field, opening many research opportunities in the area of Human-Computer Interaction (HCI). One particular area that is gaining more evidence due to the arrival of consumer-grade devices is that of computer games, as it allows more user-friendly applications of BCI technology for the general public. In this paper, the results of a Systematic Literature Review (SLR) of BCI games using consumer-grade devices are presented. Papers published in a time span of 12 years were reviewed and their data collected using a rigid systematic process. Several analyses were made based on the gathered data, and a clear view of the current scenario and challenges for HCI of BCI-based games using consumer-grade devices is provided. The search shows that although many games were created with simplified controls for research purposes, there was an increasing number of more user-friendly BCI games, especially for entertainment. The most predominant control signals were the attention and meditation, followed by motor imagery and emotion recognition, being mainly captured by NeuroSky and Emotiv EEG devices. The results also show that there are still many open issues and research opportunities in the field of HCI for BCI-based games, as most evaluations investigated only quantitative aspects of the BCI systems, while very few studies analyzed usability and qualitative aspects of the users' interaction with the games.

References

114