Awareness and coordination in shared workspaces
CSCW '92 Proceedings of the 1992 ACM conference on Computer-supported cooperative work
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Brain Activity Comparison of Different-Genre Video Game Players
ICICIC '07 Proceedings of the Second International Conference on Innovative Computing, Informatio and Control
Brain activity during playing video game correlates with player level
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
A Pervasive Augmented Reality Serious Game
VS-GAMES '09 Proceedings of the 2009 Conference in Games and Virtual Worlds for Serious Applications
Assessing NeuroSky's Usability to Detect Attention Levels in an Assessment Exercise
Proceedings of the 13th International Conference on Human-Computer Interaction. Part I: New Trends
Distinguishing Difficulty Levels with Non-invasive Brain Activity Measurements
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part I
Players' motivation and EEG waves patterns in a serious game environment
ITS'10 Proceedings of the 10th international conference on Intelligent Tutoring Systems - Volume Part II
Using auditory event-related EEG potentials to assess presence in virtual reality
International Journal of Human-Computer Studies
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The use of serious games and virtual environments for learning is increasing worldwide. These technologies have the potential to collect live data from users through game play and can be combined with neuroscientific methods such as EEG, fNIRS and fMRI. The several learning processes triggered by serious games are associated with specific patterns of activation that distributed in time and space over different neural networks. This paper explores the opportunities offered and challenges posed by neuroscientific methods when capturing user feedback and using the data to create greater user adaptivity in game. Existing neuroscientific studies examining cortical correlates of game-based learning do not form a common or homogenous field. In contrast, they often have disparate research questions and are represented through a broad range of study designs and game genres. In this paper, the range of studies and applications of neuroscientific methods in game-based learning are reviewed.