Abstract
In general, virtual reality and digital games use physical devices so that the user can act on the stimuli on the screen. The innovation, known as neuroreality, is characterized by the alteration of the user’s perception through an interface with the human brain. Based on the biology of the user, these interfaces adapt themselves as well as capture the physiological signals that interfere with the way the game’s narrative is presents. Here, then, emerges a new field for game designers: the brain reality gaming, which is characterized by the programming of alternative realities that trigger brain circuits and, consequently, trigger emotions and sensations in users, so that, what was thought as if it was something, be perceived as real by the human brain. This paper seeks to explore the main concepts concerned to hedonic design and game design to be able to add the concept and techniques of biofeedback to game mechanics in order to develop even more positive, immersive and challenging experiences.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Houser, K.: Neuroreality: The New Reality is Coming. And It’s a Brain Computer Interface. Futurism.com. (2017). https://futurism.com/neuroreality-the-new-reality-is-coming-and-its-a-brain-computer-interface. Accessed 11 Jan 2020
Forsythe, C., et al.: Cognitive Neuroscience of Human Systems: Work and Everyday Life. CRC Press, Boca Raton (2015)
Bear, M.F., Connors, B.W., Paradiso, M.A.: Neuroscience: Exploring the Brain. Lippincott, Williams e Wilkins, Philadelphia (2007)
Ferrari, E.A.M., et al.: Plasticidade Neural: Relações com o Comportamento e Abordagens Experimentais. Psicologia Teoria e Pesquisa 17(2), 187–194 (2001)
Johnson, A., Proctor, R.W.: Neuroergonomics: A Cognitive Neuroscience Approach to Human Factors and Ergonomics. Palgrave Macmillan, New York (2013)
França, A.C.P.: Biofeedback e Regulação Emocional: um estudo sobre a emoção aplicada a sistema de treinamento em Realidade Virtual. Tese [Doutorado]. Pós-graduação em Design, Centro de Artes e Comunicação, Universidade Federal de Pernambuco, Pernambuco (2019)
Hancock, P.A., Pepe, A.A., Murphy, L.L.: Hedonomics: the power of positive and pleasurable ergonomics. Ergon. Des. 13(1), 8–14 (2005)
Norman, D.: Emotion and design: attractive things work better. Interact. Mag. ix(4), 36–42 (2002)
Green, W., Jordan, P. (eds.): Pleasure With Products: Beyond Usability. Taylor & Francis, London (2002)
Jordan, P.: Designing Pleasurable Products: An Introduction to the New Human Factors. Taylor & Francis, London (2000)
Seva, R., Gosiaco, K., Santos, Ma.C., Pangilinan, D.: Product design enhancement using apparent usability and affective quality. Appl. Ergon. 42, 511–517 (2011)
Tullis, T., Albert, B.: Measuring the User Experience: Collecting, Analysing and Presenting Usability Metrics. Elsevier, Amsterdam (2008)
Norman, D.: The Design of Future Things. Basic Books, New York (2007)
Cybis, W., Betiol, A.H., Faust, R.: Ergonomia e Usabilidade: Conhecimentos, Métodos e Aplicações. Novatec Editora, São Paulo (2010)
Falcão, C., Soares, M.: Usabilidade de Produtos de Consumo: Uma Análise dos Conceitos, Métodos e Aplicações. Estudos em Design 21(2), 01–26 (2013)
Garcia-Molina, G., Tsoneva, T., Nijholt, A.: Emotional brain-computer interfaces. Int. J. Auton. Adapt. Commun. Syst. 6(1), 9–25 (2013)
Busarello, R.I.: Gamification: Princípios e Estratégias. Pimenta Cultural, São Paulo (2016)
Hamari, J.: Gamification: motivations and effects. Doctoral Dissertations, Aalto University, Unigrafia Oy, Helsinki (2015)
Acknowledgments
We would like to thank CAPES for the financial support.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
de França, A.C.P., Villarouco, V. (2020). Brain Reality Gaming: Concepts, Advances and Current Challenges. In: Ahram, T., Falcão, C. (eds) Advances in Usability, User Experience, Wearable and Assistive Technology. AHFE 2020. Advances in Intelligent Systems and Computing, vol 1217. Springer, Cham. https://doi.org/10.1007/978-3-030-51828-8_80
Download citation
DOI: https://doi.org/10.1007/978-3-030-51828-8_80
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-51827-1
Online ISBN: 978-3-030-51828-8
eBook Packages: EngineeringEngineering (R0)