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Real-Time Attention Measurement Using Wearable Brain–Computer Interfaces in Serious Games

Year: 2025
Type: article
Abstract: Attention and brain focus are essential in human activities that require learning. In higher education, a popular means of acquiring knowledge and information is through serious games. The need for integrating digital learning tools, including serious games, into university curricula has been demonstrated by the students’ preferences that are oriented more towards engaging and interactive alternatives than traditional education. This study examines real-time attention measurement in serious games using wearable brain–computer interfaces (BCIs). By capturing electroencephalography (EEG) signals non-invasively, the system continuously monitors players’ cognitive states to assess attention levels during gameplay. The novel approach proposes adaptive attention measurements to investigate the ability to maintain attention during cognitive tasks of different durations and intensities, using a single-channel EEG system—NeuroSky Mindwave Mobile 2. The measures have been achieved on ten volunteer master’s students in Computer Science. Attention levels during short and intense tasks were compared with those recorded during moderate and long-term activities like watching an educational lecture. The aim was to highlight differences in mental concentration and consistency depending on the type of cognitive task. The experiment was designed following a unique protocol applied to all ten students. Data were acquired using the NeuroExperimenter software 6.6, and analytics were performed in RStudio Desktop for Windows 11. Data is available at request for further investigations and analytics. Experimental results demonstrate that wearable BCIs can reliably detect attention fluctuations and that integrating this neuroadaptive feedback significantly enhances player focus and immersion. Thus, integrating real-time cognitive monitoring in serious game design is an efficient method to optimize cognitive load and create personalized, engaging, and effective learning or training experiences. Beta and attention brain waves, associated with concentration and mental processing, had higher values during the gameplay phase than in the lecture phase. At the same time, there are significant differences between participants—some react better to reading, while others react better to interactive games. The outcomes of this study contribute to the design of personalized learning experiences by customizing learning paths. Integrating NeuroSky or similar EEG tools can be a significant step toward more data-driven, learner-aware environments when designing or evaluating educational games.
Language: English
Open Access status: gold
Estimated APC paid: $1,689
OpenAlex ID: W4415655632
FWCI: 1.712
Cites: 13
Cited by: 3
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