Neurogaming in Virtual Reality: A Review of Video Game Genres and Cognitive Impact
Abstract
:1. Introduction
- Fighting games: Featuring hand-to-hand combat between player-controlled characters, often against computer opponents, with progressively changing environments, these games are known for explicit violence and bloodshed with realistic graphics and intense action.
- Beat ‘em up (brawler) or combat games: Often confused with fighting games due to extreme violence, these games allow players to take on predetermined characters in urban settings, eliminating adversaries rapidly, usually with no deeper narrative or justification for violence.
- Shoot ‘em up (shooter) games: Known for their intense violence, these games require players to shoot relentlessly at everything on the screen, with targets ranging from humanoid foes to alien invaders and menacing robots, promoting a focus on killing and destruction.
- Platform games: Typically centered on a character’s quest through challenging landscapes, often involving rescuing a princess, collecting power-ups, and overcoming obstacles, these games may also include maze-like scenarios and hidden passages.
- Simulators: Realistic simulations of various activities, such as driving, flying, and more, they offer immersive experiences. They are often found in arcades, and they often focus on recreating real-world scenarios.
- Sports games: Based on real sports like football, golf, or basketball, they tend to be less violent and are suitable for multiplayer experiences. They have versatile themes and less controversial content.
- Strategy games: In this genre, players take on a specific identity with defined objectives, relying on tactics to achieve a successful outcome. It includes subcategories like adventure games, role-playing games (RPGs), war games, and system simulators (sims).
- Board games: Adaptations of classic board games like chess, checkers, and Scrabble, primarily found on personal computers, offer a less violent, intellectual gaming experience.
- Edutainment: These games that combine play with educational content, fostering learning through interactive activities, are categorized by structure, educational objectives, cognitive activities, and didactic strategies.
Motivation
2. Related Work
3. Materials and Methods
3.1. Search Outputs and Results
3.2. Types of Video Games
3.3. Tools for Assessing VR Games
3.4. Video Games Levels of Impact
3.5. Platform
3.6. Video Games in Rehabilitation
Reference | Game Purpose | Mode | Adapted Game Feature |
---|---|---|---|
[89] | Entertainment | Single-player | Dynamic difficulty adjustment (DDA) |
[90] | Applied (team cognition, communication, and coordination) | Single-player | Dynamic difficulty adjustment (DDA), audio-visual properties |
[91] | Applied (clinical studies of concentration level) | Single-/multiplayer | Dynamic difficulty adjustment (DDA), audio-visual properties |
[92] | Entertainment | Single-player | Dynamic difficulty adjustment (DDA), audio-visual properties, environmental density and gravity |
[93] | Entertainment | Single-/multiplayer | Dynamic difficulty adjustment (DDA), skills of non-player characters (NPCs), environmental properties |
[89] | Entertainment | Multiplayer | Dynamic difficulty adjustment (DDA), enemy behavior and properties |
[89] | Entertainment | Single-player | Dynamic difficulty adjustment (DDA), enemy spawn, health, weapon control, boss appearances |
[94] | Entertainment | Single-player | Dynamic difficulty adjustment (DDA), audio-visual properties, territorial control, tunnel vision effects, visibility |
[95] | Entertainment | Single-player | Dynamic difficulty adjustment (DDA), enemy spawn, health, weapon control, boss appearances |
[96] | Entertainment | Single-player | Dynamic difficulty adjustment (DDA), audio-visual properties, territorial control, tunnel vision effects, visibility |
4. Results
- Delta waves, which represent the lowest-frequency waves in an EGG and are mainly associated with when you are relaxed or in a deep sleep.
- Theta waves, which have a slightly higher frequency and predominate when the senses are processing internal information; they occur during deep meditations and are of great importance during learning and memory.
- Alpha waves, which occur when the body is relaxed but, at the same time, active at any time. These help with mental coordination, calmness, and alertness.
- Beta waves, a frequency that is fast, present when we are attentive, and involved in solving everyday tasks or problems, as well as during decision-making or when we are concentrating.
- Gamma waves, which are the fastest, with shorter bursts, and are associated with higher cognition, sensory perception, and consciousness. They are related to when there is a simultaneous information process in several areas of the central nervous system.
- Delta: deep sleep and deep relaxation
- Theta: relaxation, meditation, and light sleep
- Alpha: relaxation, concentration, and mindfulness
- Beta: wakefulness, concentration, and cognitive processing
- Gamma: learning, memory, and complex information-processing
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Reference | Game Type | Learning/Development Variables | Game Usage | Independent Variables |
---|---|---|---|---|
[41] | Educational | Cognitive development, academic performance | Classroom learning | Computer-based learning |
[42] | Action | Socioemotional development | Entertainment | Video game exposure |
[43] | Simulation | Academic achievement, problem-solving skills | Educational tool | Virtual reality gaming |
[44] | Puzzle | Cognitive skills, memory retention | Brain training | Television viewing habits |
[45] | Role-playing | Social skills, teamwork | Online gaming communities | Age and gender |
[46] | Adventure | Language acquisition, creativity | After-school programs | Internet usage |
[47] | Strategy | Critical thinking, decision-making | Professional training | Gaming device type |
[48] | Sports | Physical fitness, hand–eye coordination | Physical education | Parental involvement |
[49] | Racing | Reaction time, spatial awareness | Rehabilitation therapy | Gaming experience |
[50] | Puzzle | Problem-solving skills, attention span | Mobile learning | Game genre preferences |
[51] | Educational | Literacy skills, motivation | Home learning | Parental education level |
[52] | Simulation | Environmental awareness, teamwork | Science education | Game duration |
[53] | Adventure | Cultural awareness, empathy | Diversity education | Socioeconomic status |
[54] | Strategy | Leadership skills, conflict resolution | Military training | Previous gaming experience |
[55] | Role-playing | Ethical decision-making, empathy | Counseling sessions | Game narrative complexity |
Mental Disorder | Description |
---|---|
Anxiety disorders | Anxiety disorders are characterized by excessive fear and worry and related behavioral disturbances. |
Depression | Depression is different from usual mood fluctuations and short-lived emotional responses to challenges in everyday life. |
Bipolar disorder | People with bipolar disorder experience alternating depressive episodes with periods of manic symptoms. |
Post-traumatic stress disorder (PTSD) | PTSD may develop following exposure to an extremely threatening or horrific event or a series of such events. |
Schizophrenia | Schizophrenia is characterized by significant impairments in perception and changes in behavior. |
Eating disorders | Eating disorders involve abnormal eating and preoccupation with food, as well as prominent body weight and shape concerns. |
Disruptive behavior and dissocial disorders | This disorder is one of two disruptive behavior and dissocial disorders; the other is oppositional defiant disorder. |
Neurodevelopmental disorders | Neurodevelopmental disorders are behavioral and cognitive disorders that arise during the developmental period and involve significant difficulties in the acquisition and execution of specific intellectual, motor, language, or social functions. |
Category | Description |
---|---|
Automation techniques | Adaptive task automation techniques initiate automated assistance for game tasks under specific conditions: when a high player workload is detected or to maintain optimal vigilance during task execution. |
Biometric sensor monitoring | Game tasks’ sequencing in gameplay can be monitored based on physiological responses measured via biometric sensors. This monitoring aims to elicit or suppress specific player emotions. |
Types of game tasks | Game tasks can be broadly classified into three categories. |
Explicit tasks | Tasks explicitly presented to the player as part of the gameplay. These may include objectives, goals, and missions. |
Implicit tasks | Tasks that are not explicitly stated in the game interface but are expected to be fulfilled. Examples include “stay alive”, “maximize your skills”, or “collect as many items as possible”. |
Player-driven tasks | Tasks created through the player’s creativity within the limitations of the game mechanics. These lead to emergent gameplay, which is typical of games like Minecraft™ and those with no predefined narratives. |
Automatic difficulty adjustment | Game difficulty levels can be automatically adjusted for each of the three types of tasks. |
Work | Analysis | Video Game Method | Measurements | N | Treatment Conditions | Main Findings | Limitations |
---|---|---|---|---|---|---|---|
[97] | Diagnosing gaming disorder without pathologizing healthy behavior | Critical examination comparison | Previous research conceptualization | NA | Non-problematic gaming patterns of gaming disorder | Distinguish between high involvement and pathological involvement in video games | The lack of evidence for functional impairment in many emerging behavioral addictions and the mixing of core and peripheral criteria in studies |
[98] | Relationship between video game play time and subjective well-being | 6011 | |||||
[99] | Examines the video game therapy methodology, which employs video games as a means of therapeutic intervention for mental health ailments | Analyzes the use of video games in therapy across three associations, focusing on emotional, social, and cognitive aspects | Myers–Briggs Type Indicator (MBTI) | 5 | Depression, anxiety, PTSD, and addiction | Video games can effectively treat mental health conditions like depression, anxiety, PTSD, and addiction | The impact of violent video games varies greatly among individuals, which can affect the therapy’s effectiveness |
[100] | Games are emerging as tools for mental health education, support, and assessment | Scoped review of video games and VR for assessing anxiety and depression | Gaming effects on pain-related fear and mental health outcomes measured using meta-analysis in chronic pain patients | NA | Schizophrenia, anxious symptoms, physical and psychological health, anxiety, and depression | Video games and VR show potential as assessment tools for anxiety and depression | The potential for risks and threats to players’ safety and/or well-being is not fully explored; difficulty in maintaining long-term engagement with serious games |
[101] | Combines various psychotherapy approaches with gaming for a more appealing treatment | Employs cognitive behavioral techniques adapted to the context of video games | Focuses on self-regulation, anxiety, and autism spectrum disorders | NA | Utilizes narrative, collaborative, cognitive behavioral, and other evidence-based approaches in psychotherapy | Gaming metaphors and interactive media can be integrated with various therapeutic approaches | The effectiveness of video game-based therapy may vary, depending on the specific mental health condition |
[102] | Challenges the traditional view of video games by highlighting their potential positive effects on stress reduction, social connection, and cognitive enhancement | Use of commercial video games for therapeutic purposes in mental health | Commercial video games could be incorporated into rapport-building and social skill-training therapy | NA | Stress and daily hassles | Video games enhance a range of cognitive skills | The effects of video games can vary widely among individuals, making it difficult to generalize findings |
[103] | Development of therapeutic games may focus on genres like music, role-playing, and survival horror for mental health treatment | Conducted an anonymous cross-sectional survey | Collected data on play style, genre, and perception of psychological impact | 2107 | Emotional well-being | 88.4% of participants reported emotional benefits from gaming | The cross-sectional design precludes causal inferences |
[104] | Identifies adventure and role-playing games as having associations with lower anxiety, depression, and neuroticism | Asks participants about their favorite video game in conjunction with mental health and personality assessments | Utilizes a correlational design to analyze survey data | 200 | Anxiety, depression, and neuroticism | Adventure and role-playing video games are associated with lower levels of anxiety and depression | The study uses a correlational design, which does not establish causality between video games and mental health outcomes |
[105] | Challenges the notion that raw playtime is a significant predictor of mental health in gamers | Assists in the identification of at-risk individuals for internet gaming disorder by focusing on social and motivational factors | Conducts an exploratory regression analysis to determine the predictive power of gaming motives and social context on mental health | 13,464 | Provides evidence that could help in identifying at-risk groups for internet gaming disorder | Raw playtime is not a significant predictor of mental health among gamers | Examines the long-term mental health effects of different gaming patterns and contexts |
[106] | Explores video game play’s role in mental and behavioral health recovery among military veterans | Employs thematic analysis to identify patterns in veterans’ gaming habits and their impact on mental health | Conducts semi-structured interviews with military veterans | 20 | Veterans were in treatment for mental or behavioral health problems | Gaming helps with mood management and stress relief and provides adaptive coping mechanisms | Gender differences in gaming experiences and preferences may require targeted interventions |
[107] | Investigates the effects of video gaming on cognitive functions in schizophrenia patients | Cognitive tests for processing speed, attention, working memory, and problem-solving | EEG and MRI to measure brain activity and structure | 234 | Schizophrenia | The study aims to assess working memory function and other cognitive and social functions as primary and secondary outcomes | Reliance on self-reported gaming diaries to verify intervention fidelity |
[108] | The study aims to see whether video game training could improve cognition in older adults | Tests are conducted before and after training to assess working memory and selective attention | Tests are conducted before and after training to assess working memory and selective attention | 75 | Improvement, motivation, and engagement | Older adults improved in the video games they practiced during the training sessions | The number of participants might not be enough to show strong results, and more participants could help find clearer effects |
[109] | How video games affect individuals with a persistent low mood | Researchers conduct a reflexive thematic analysis of the interview data | The study uses semi-structured interviews to collect data from participants | 18 | Low mood and depression | Gaming gave participants a sense of achievement and success | The qualitative nature of the study means that the results are subjective and may not be easily replicated |
[110] | It aims to understand how therapists use the game and identify factors that affect its use | Thematic analysis is used to identify key themes from the interview and survey data | An online survey is conducted to gather data from therapists | 95 | The game supports cognitive behavioral therapy (CBT) for children with anxiety or a low mood | Young people generally liked using the game as part of their therapy | The diversity of the participants, like their ages, where they are from, or how serious their mental health issues are, might not be wide enough |
[111] | Investigates the impact of video game play on well-being | Examines the role of players’ motivations on their well-being | Uses self-reported well-being surveys from players | 38,935 | Observational study of video game play and well-being | Video games have a very small effect on players’ well-being | The study relies on self-reported data, which can be biased or inaccurate |
[112] | Impact of puzzle games on stress and cognitive functions | Participants are divided into control and experimental groups to observe the effects of watching versus playing a puzzle game | Salivary biomarkers (cortisol and alpha-amylase), electroencephalography (EEG), and Paced Auditory Serial Addition Test (PASAT) | 44 | Stress and cognition indicators | The study suggests that puzzle games could be used as a form of positive cognitive therapy | The effects of the puzzle game are only tested on a single game, which may not represent all puzzle games |
[113] | Hormones and neurotransmitters play a key role in mental and emotional states and self-awareness | The study looks at how digital games affect hormones and brain changes | The authors focus on studies published after 2010 but also include some older ones if they are relevant | 8 (male) | Psychiatric or long-term degenerative disorders | Digital games can change hormone levels, which affect mood and decision-making | Only one study found concerning the effect of games on dopamine levels |
[114] | Relationship between video game play and well-being in individuals with first-episode psychosis (FEP) | Surveys 88 individuals with first-episode psychosis (FEP), 57 of whom played video games and 31 did not | Participants complete a range of questionnaires related to video game play and well-being | 134 | First-episode psychosis (FEP) | People with first-episode psychosis (FEP) who played video games report better well-being than those who did not play games | The study does not provide specific details on the limitations of the study |
[64] | Perspectives of male video game players on improving access to mental health services | A qualitative question asks participants for their thoughts on better-supporting access to mental health services | The study analyzes responses from the survey, focusing on the qualitative text-based data | 2515 | The study does not specify particular treatment conditions for mental health issues | Comfortable settings are important for effective mental health treatment | The study does not include the perspectives of mental health clinicians |
[115] | The study focuses on video game disorder (VGD) among university students | Information on weekly gaming hours, daily sleep hours, favorite game types, and reasons for playing is gathered | A cross-sectional study design is used to collect data from university students | 2364 | Video game disorder | Students played games mostly to improve their game character, relax, and have fun | The study uses a convenience sample, which may not represent all university students |
[116] | How gamification can support mental health using game design elements | In-depth interviews are conducted to gather data | Narrative inquiry is the specific qualitative method applied | 5 | Anxiety issues | Engagement is highlighted as the most significant element, enhancing passion and emotional involvement | The study uses a qualitative approach, which may not capture the full range of experiences or be generalizable |
Work | Mental Disorder | Type of Video Game | Sample Size | Date Published | Citations | Conclusions |
---|---|---|---|---|---|---|
[117] | Anxiety | Using video games to identify components that reduced anxiety through on players’ breathing | 67 | 10 June 2022 | 3 | The video game helps people feel calmer and less anxious |
[118] | Anxiety | How people with social anxiety interact with a computer character | 191 | 5 May 2021 | 26 | Video games could be a way to find out who has social anxiety early on |
[119] | Anxiety | Designing a video game to study its impact on anxiety reduction | 15 | 21 August 2022 | 2 | Therapeutic video games can help reduce anxiety |
[120] | Depression | The positive impacts of music-themed casual video games | 56 | 2 August 2022 | 4 | Music-based video games can significantly reduce feelings of depression |
[121] | Depression | The game seems to help the body’s stress system balance better | 61 | 17 September 2019 | 36 | A casual video game can reduce symptoms of treatment-resistant depression |
[122] | Depression | Survey people who engage in video gaming and belong to a gaming group | 265 | 31 October 2022 | 1 | Gamers feel that playing video games helped their social skills |
[123] | Bipolar disorder | Improve cognitive outcomes, clinical and skill generalization | 50 | 28 February 2023 | 3 | Virtual reality has potential advantages for video-game-like interventions |
[124] | Bipolar disorder | Serious games to fight mental health stigma | 313 | 14 February 2022 | 4 | The game was extremely good at decreasing fear related to mental health issues |
[125] | Post-traumatic stress disorder | Tetris could be a helpful extra treatment for PTSD | 20 | 30 June 2020 | 41 | Tetris could serve as a beneficial supplementary treatment for people with PTSD |
[126] | Post-traumatic stress disorder | A game to identify support much earlier than traditional methods | 49 | 31 August 2021 | 4 | A score in the game could be indicative of probable PTSD |
[127] | Schizophrenia | Involved two main types of training for people with schizophrenia | 25 | 29 June 2022 | 2 | Video games offer additional benefits for people with schizophrenia |
[128] | Schizophrenia | Compare the effects of HIIT and AVG on neurocognition in patients | 82 | 28 February 2021 | 23 | Both types of exercise were beneficial for people with schizophrenia |
[129] | Schizophrenia | Mediation models to explore whether patients have internet gaming disorder | 104 | 14 January 2021 | 30 | Online gaming helped manage stress and negative feelings |
[130] | Eating disorder | Tool designed to help young women and girls at risk for eating disorders | 58 | 31 May 2022 | 6 | Majority of participants found it to be a positive experience |
[131] | Eating disorder | Compare the effects of two groups at high risk for eating disorders | 92 | 17 February 2022 | 1 | The gamified program helped participants to feel better |
[132] | Disruptive behavior and dissocial disorder | Focuses on the social interactions playing a video game | 3 | 31 January 2019 | 71 | Online multiplayer games are found to support social interactions |
[133] | Disruptive behavior and dissocial disorder | Video game habits linked to aggressive behavior or trouble in social situations | 111 | 11 July 2022 | 4 | Playing games does not affect these behaviors |
[134] | Disruptive behavior and dissocial disorder | Collaborative games to improve communication skills | 24 | 18 November 2020 | 11 | Suggest that VR might offer a more effective medium for communication abilities |
[135] | Neurodevelopmental disorder | Test including physical activity, diet, screen time, and sleep habits | 23 | 13 May 2021 | 4 | Participants showed an increase in physical activity and sleep duration |
[136] | Neurodevelopmental disorder | Tool designed to detect attention-related problems and impulsive behavior | 103 | 28 October 2022 | 5 | Identifies signs of attention-related issues and impulsive behavior |
[137] | Neurodevelopmental disorder | Ensuring the application meets their specific needs and preferences. | 27 | 22 September 2019 | 19 | Help people learn better by combining digital and physical tools |
Waves | Frequency Range |
---|---|
Delta | 0.2–4 Hz |
Theta | 4–8 Hz |
Alpha | 8–12 Hz |
Beta | 12–30 Hz |
Gamma | 30–90 Hz |
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GomezRomero-Borquez, J.; Del-Valle-Soto, C.; Del-Puerto-Flores, J.A.; Briseño, R.A.; Varela-Aldás, J. Neurogaming in Virtual Reality: A Review of Video Game Genres and Cognitive Impact. Electronics 2024, 13, 1683. https://doi.org/10.3390/electronics13091683
GomezRomero-Borquez J, Del-Valle-Soto C, Del-Puerto-Flores JA, Briseño RA, Varela-Aldás J. Neurogaming in Virtual Reality: A Review of Video Game Genres and Cognitive Impact. Electronics. 2024; 13(9):1683. https://doi.org/10.3390/electronics13091683
Chicago/Turabian StyleGomezRomero-Borquez, Jesus, Carolina Del-Valle-Soto, J. Alberto Del-Puerto-Flores, Ramon A. Briseño, and José Varela-Aldás. 2024. "Neurogaming in Virtual Reality: A Review of Video Game Genres and Cognitive Impact" Electronics 13, no. 9: 1683. https://doi.org/10.3390/electronics13091683
APA StyleGomezRomero-Borquez, J., Del-Valle-Soto, C., Del-Puerto-Flores, J. A., Briseño, R. A., & Varela-Aldás, J. (2024). Neurogaming in Virtual Reality: A Review of Video Game Genres and Cognitive Impact. Electronics, 13(9), 1683. https://doi.org/10.3390/electronics13091683