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Open AccessSystematic Review
Challenges and Opportunities of Gamified BCI and BMI on Disabled People Learning: A Systematic Review
by
Bilal Ahmed
Bilal Ahmed
Bilal Ahmed holds a Bachelor of Science in Software Engineering from Mirpur University of Science in [...]
Bilal Ahmed holds a Bachelor of Science in Software Engineering from Mirpur University of Science and Technology (MUST), AJK, Pakistan, which was awarded in 2013. He advanced his academic journey by earning a Master of Science in Games Engineering from Hoseo University, South Korea, in 2019. Subsequently, he completed his Ph.D. in Computer Engineering at Keimyung University, South Korea, in 2023. He is a postdoctoral researcher in the Smart Medical Devices and Rehabilitation Technology Laboratory within the Department of Biomedical Engineering at Keimyung University. He brings extensive expertise from his professional experience in databases, enterprise software solutions, and industrial technological systems. His research interests are interdisciplinary, encompassing serious and entertainment-focused game development, Human–Computer Interaction (HCI), and Computer-Supported Collaborative Learning. His work further explores the integration of HCI with brain-computer and brain-machine interfaces, contributing to innovative advancements in interactive and assistive technologies.
1,
Sumbal Khan
Sumbal Khan
Sumbal Khan earned her Bachelor of Science in Computer Science from Mirpur University of Science and [...]
Sumbal Khan earned her Bachelor of Science in Computer Science from Mirpur University of Science and Technology (MUST), AJK, Pakistan 2014. She obtained a Master of Science in Computer Science from the Capital University of Science and Technology (CUST), Islamabad, Pakistan 2017. She is pursuing her Ph.D. in
Computer Science at CUST, having commenced her doctoral studies in 2023. With over three years of experience as a research assistant, Sumbal has cultivated significant expertise in Human–Computer Interaction (HCI) and Brain–Computer Interface (BCI). Her research focuses on evaluating and analyzing HCI and BCI data, contributing to advancements in interface design, user experience, and data-driven optimization within these interdisciplinary fields.
2,
Hyunmi Lim
Hyunmi Lim
Hyunmi Lim received her Ph.D. in Biomedical Engineering from Keimyung University in 2024. She is a [...]
Hyunmi Lim received her Ph.D. in Biomedical Engineering from Keimyung University in 2024. She is a Postdoctoral Researcher at Keimyung University, focusing on developing innovative technologies in Brain–Computer Interface, Virtual Reality, Neurofeedback, and Rehabilitation. Her research aims to enhance neuro-rehabilitation and cognitive training by integrating advanced computational methods and immersive environments.
1 and
Jeonghun Ku
Jeonghun Ku
Jeonghun Ku is a Professor in the Department of Biomedical Engineering at Keimyung University. He in [...]
Jeonghun Ku is a Professor in the Department of Biomedical Engineering at Keimyung University. He earned his PhD in Biomedical Engineering from Hanyang University. His research has primarily focused on developing Virtual Reality applications for rehabilitation and the treatment of mental illnesses and conducting fMRI studies to explore brain mechanisms involved in interacting with VR. More recently, his research has expanded to Brain–Computer Interface (BCI) technology and its integration with VR/AR for rehabilitation, aiming to enhance patients' brain plasticity.
1,*
1
Department of Biomedical Engineering, Keimyung University, Daegu 42601, Republic of Korea
2
Department of Computer Science, Capital University of Science & Technology (CUST), Islamabad 45740, Pakistan
*
Author to whom correspondence should be addressed.
Submission received: 30 November 2024
/
Revised: 6 January 2025
/
Accepted: 23 January 2025
/
Published: 25 January 2025
Abstract
This systematic review explores the potential of the gamified brain–machine interfaces (BMIs) and brain–computer interfaces (BCIs) to enhance the quality of life for individuals with disabilities. These technologies promise to solve complex problems by delivering customized interventions considering individual needs, ethical dilemmas, and practical constraints. This review follows the PRISMA statement. The search process extensively explored multiple registered databases for studies published between 2015 and 2024. Articles were selected based on strict eligibility criteria, focusing on empirical research evaluating gamified BCIs and BMIs in rehabilitation and learning. The final analysis included 56 studies. A thorough examination emphasizes the transformative potential of gamified BCIs and BMIs for people with disabilities, highlighting the need for interdisciplinary collaboration, user-centered design principles, and ethical consciousness for gamified neurotechnology. These technologies mark a significant change by providing enjoyable and effective treatments for disabled individuals. It also delves into how gamification, neurofeedback, and adaptive learning techniques can enhance motivation, engagement, and overall well-being. This evaluation underscores the efficiency of gamified BCIs and BMIs as potential instruments for improving the quality of life and empowering disabled people. However, despite their apparent potential for rehabilitation and learning, more research is needed to validate their effectiveness, accessibility, and long-term benefits.
Share and Cite
MDPI and ACS Style
Ahmed, B.; Khan, S.; Lim, H.; Ku, J.
Challenges and Opportunities of Gamified BCI and BMI on Disabled People Learning: A Systematic Review. Electronics 2025, 14, 491.
https://doi.org/10.3390/electronics14030491
AMA Style
Ahmed B, Khan S, Lim H, Ku J.
Challenges and Opportunities of Gamified BCI and BMI on Disabled People Learning: A Systematic Review. Electronics. 2025; 14(3):491.
https://doi.org/10.3390/electronics14030491
Chicago/Turabian Style
Ahmed, Bilal, Sumbal Khan, Hyunmi Lim, and Jeonghun Ku.
2025. "Challenges and Opportunities of Gamified BCI and BMI on Disabled People Learning: A Systematic Review" Electronics 14, no. 3: 491.
https://doi.org/10.3390/electronics14030491
APA Style
Ahmed, B., Khan, S., Lim, H., & Ku, J.
(2025). Challenges and Opportunities of Gamified BCI and BMI on Disabled People Learning: A Systematic Review. Electronics, 14(3), 491.
https://doi.org/10.3390/electronics14030491
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