Business Simulation Games Analysis Supported by Human-Computer Interfaces: A Systematic Review
Abstract
:1. Introduction
What are the studies related to the learning process with Business (Serious) Games using data collection techniques with electroencephalogram signals or eye tracking?
2. Background
2.1. Approaching Serious Games and Neuroscience for a Better Learning
2.2. Definition and Elements of Business Simulation Games (BSG)
2.3. Human-Computer Interfaces Supporting the BSGs User Experience
2.3.1. Electroencephalography (EEG)
2.3.2. Eye Tracking (ET)
3. Materials and Methods
3.1. Search Strategy and Selection Criteria
- (1)
- “Business Game” AND “EEG” AND “ET” AND “Learning” AND “Neuroscience” = 0 results;
- (2)
- “Business Game” AND “EEG” AND “Learning” AND “Neuroscience” = 0 results;
- (3)
- “Business Game” AND “ET” AND “Learning” AND “Neuroscience” = 0 results;
- (4)
- “Serious Game” AND “EEG” AND “ET” AND “Learning” AND “Neuroscience” = one result;
- (5)
- “Serious Game” AND “EEG” AND “Learning” AND “Neuroscience” = two results;
- (6)
- “Serious Game” AND “ET” AND “Learning” AND “Neuroscience” = one result.
- (7)
- “Business Game” AND “EEG” AND “ET” AND “Learning” = three results;
- (8)
- “Business Game” AND “EEG” AND “Learning” = 10 results;
- (9)
- “Business Game” AND “ET” AND “Learning” = 13 results;
- (10)
- “Serious Game” AND “EEG” AND “ET” AND “Learning” = 15 results;
- (11)
- “Serious Game” AND “EEG” AND “Learning” = 90 results;
- (12)
- “Serious Game” AND “ET” AND “Learning” = 86 results.
3.2. Data Extraction
- Data collection with new experimental devices (n = 4): researches contemplated equipment prototypes with unrecognized reliability;
- Non-computational games (n = 5): experiments with board games and puzzles;
- EEG, ET for game control (including neurofeedback, adaptive gamification and virtual reality (n = 12): investigations involving physiological devices with the purpose of direct control of the game and not as a tool for monitoring the user experience;
- Only abstract or superficial results (n = 6): studies without access to results or vague conclusions;
- Games for children (n = 7): investigations with user experience in games with an approach to literacy processes and preschool skills development;
- Games for people with disabilities or for medical rehabilitation (n = 8): research analyzing the use of serious games to enrich cognitive functions in people with a health deficit, which brings variables that are not comparable with monitoring of user experience with BSG.
4. Results
5. Discussion
- Delta (0.5–4 Hz) for view empathy levels,
- Theta (4–8 Hz) for notice learning or remembering moments,
- Alpha (8–12 Hz) for detect moments of relaxation, it occurs when closing the eyes,
- Beta (12–30 Hz) is divided into low activity waves (12–15 Hz), medium waves (15–20 Hz) and high waves (18–30 Hz),
- Theta (4–8 Hz),
- Alpha (8–13 Hz),
- Beta (13–22 Hz),obtaining the EEG mental engagement index [78]. The experiment also included a pre-test and a post-test. The result shows the relevant impact of motivational strategies on the level of involvement, reflected in the increase in the attention and vigilance rates of the students involved. The research concludes that the definition of motivational strategies is essential. Such strategies must adapt dynamically to the game and have an agent structure monitored and constantly evaluated using EEG devices.
- (1)
- ET to measure users’ concentration and dispersion of visual attention, scanning path, cognitive load;
- (2)
- EEG to measure users’ concentration, engagement, fatigue, emotions, and cognitive load;
- (3)
- Physiological equipment to analyze users’ behavior, for example, the level of stress.
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
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Reference | Year | BG | SG | EEG | ET | LRN |
---|---|---|---|---|---|---|
[70] | 2018 | X | X | X | ||
[71] | 2020 | X | X | X | X | |
[72] | 2012 | X | X | X | ||
[73] | 2014 | X | X | X | ||
[74] | 2011 | X | X | X | ||
[75] | 2010 | X | X | X | ||
[76] | 2016 | X | X | X | X | |
[77] | 2020 | X | X | X | X | X |
[78] | 2014 | X | X | X | ||
[79] | 2019 | X | X | X | ||
[80] | 2016 | X | X | X | ||
[81] | 2017 | X | X | X | ||
[82] | 2015 | X | X | X | ||
[83] | 2016 | X | X | X | ||
[84] | 2021 | X | X | X | X | |
[85] | 2020 | X | X | X | ||
[86] | 2015 | X | X | X | ||
[87] | 2016 | X | X | X | ||
[88] | 2020 | X | X | X |
Ref | Objectives | Methodology/Technique | Main Results |
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[70] | Analyze in a social interaction SG: -Visual attention during dialogue proposed; -ET measure of performance correlates to other existing measures of performance. | -A game called CCDTS played by 25 participants tested individually through an executable Unity file. All users were initially submitted in a Cultural Intelligence—CQ—Inventory) and a training introducing the storyline. The ET recorded used Tobii Pro V1.1; -The fixation durations on specific areas of interest (AOI) were processed from the collected gaze data. All fixations were aggregated to determine the total fixation duration in selected responses. | -Participants generally spent more time fixating on specific choice than any other option and spent more time fixating on the correct alternative rather than incorrect options; -There is no direct relation between a high CQ score and a high game result; -Gamers who exhibited higher fixation duration percentages on their selected answers scored higher on the SG. |
[71] | Develop a concept of a procedure for investigating the gamer’s involvement in a BSG using methods based on cognitive neuroscience. | -A proposal for an economic game to be played by 30 people while recording EEG signals to analyze specific game elements that cause low attention and engagement; -The experiment also includes ET to track what the tested person pays particular attention to and a pre-survey with the participants to develop the game. | Partial results point out: -A BSG about the financial market was elaborated from initial research, and a ready game existing in the market will be chosen to be used as a comparison; -Proposition of a measured model using the EEG signal to identify the player’s behavior while using the game. |
[72] | Contribute towards a conceptual framework supported by ET for SG to improve user learning experiences. | -Systematic literature review analysis of the six identified articles rendered, using keywords ‘‘eye tracking AND serious games.” | -No conceptual framework is yet available for the overlapping area of ET evaluation of SG to improve user learning experiences; -ET provided thorough and objective information for SG interaction and design, which was helpful to developers during the development of storytelling, dialogue, and game structuring. |
[73] | Presents a neuro-cognitive study of how users learn during an SG play, using EEG and the psychophysiology test of “learning game” players. | -45 participants were tested for topic comprehension by a questionnaire administered before and after playing the SG Peacemaker (Impact Games 2007), during the time which EEG and other physiological signals were measured. | -Multiple physiological dispositions support on-task behaviors and styles; -Dealing with a complex stimulus environment such as this SG, the most successful strategy seems to be one of balance between the brain’s hemispheres and between activation and dissociation. |
[74] | Use of heart rate, skin conductance, and EEG and a theoretical model of motivation to evaluate two Attention-getting strategies in an SG. | -Using Keller’s ARCS model, 21 subjects played a game called Food Force. The participants were separated into two groups to test Problem Solving and Alarm Trigger in two Attention-getting strategies; -Sensors were attached to the fingers of participants’. EEG was recorded by using a cap with a linked-mastoid reference; -Three selected areas (C3, F3, and Pz) were placed according to the international 10-20 system; the reference and the ground sensors were located at Cz and Fpz, respectively. | -Some specific EEG ratios were more appropriate than others to evaluate learners’ behaviors and reactions physiologically; -Physiological evaluation of different attention-getting strategies can provide in a pertinent way an appropriate tool to discriminate between attentive and inattentive apprentices; The integration of these results in an intelligent tutoring system can contribute significantly to constructing the learning model for the student and adapting the tutor’s motivational interventions. |
[75] | Investigate players’ motivation during an SG play, based on a theoretical model of motivation and from the collaboration of an EEG device. | -This study involved 33 participants, adopting the Keller’s ARCS Learning Motivational Model during the SG Food Force, based on a motivational measurement instrument called Instructional Materials Motivation Survey (IMMS); -Electrophysiological data were recorded during the whole of the experiment (galvanic skin response electrodes, the blood volume pulse sensor, and EEG signals). | -Multiple linear regression showed the statistical significance of specific EEG data; -Theta wave in the frontal regions and motivation were positively correlated; The high-beta wave in the left-center region was a relevant predictor for a high level of motivation, especially during the game’s final moments. |
[76] | Collaborate with operationalization and measurement of evaluation constructs to be an essential step in the SG development process. | -As a theoretical study, first general data gathering methods are introduced to give an overview of available means to assess data, including ET and EEG; -Different constructs that are relevant in the context of SG evaluation are addressed to be able to derive concrete operationalizations; -For each construct, common ways to operationalize are presented, compared, and analyzed. | -Measuring physiological reactions or assessing in-game behavior of users´, researchers might also gain important insights by simply observing them; -Subjective data helps to find explanations and relations between observable behavior, physiological reactions, and processes; -Motivation is an essential part of the SG evaluation; hence, how this construct can be operationalized to measure it. |
[77] | Presents the state of the art of BSG, with insights of Neuroscience, from the perspective of the user experience, through the support of EEG and ET devices | -Theoretical study integrating concepts and references related to Business Simulation Games, Neuroscience of Learning and Physiological and Neuroscientific Methods of Data Collection as support to analyze the user experience. -The article retrieves some crucial findings from existing research in the area and brings them closer to the BSG study. | -The use of BSGs for education as a learning resource was found that it has a qualitative bias; -The human-computer interfaces have not been used in studies to measure the experience in BSG. - Researches with simulators and games supported by EEG and ET interfaces have shown significant results to improve learning, including BSGs. |
[78] | Evaluate the physiological responses of gamers´ strategies during their interaction with an SG, measuring the index of engagement using EEG. | -The study involved 20 participants adopting the Keller’s ARCS Learning Motivational Model during HeapMotiv gameplay; EEG data were recorded using the Emotive Epoc device during the experiment; -Pre-test and post-test to compare learners’ performance regarding the knowledge presented in the game. | -Motivational strategies have a positive impact in supporting overall motivation, engagement, and attaining high performance; -Agents provide an adaptable framework for SG design and respond quickly and autonomously to variable game situations according to the learner and trigger appropriate strategy. |
[79] | Presents how mental effort differs in the phases of a game tested for adults (associated with the design) and users’ expertise using EEG data. | -Were captured the achieved score for each session of the game Pacman while collecting EEG data for each of the 17 participants and all sessions; -The participant had approximately 40 min to master the game and achieve a score that was as high as possible; -In particular, 20- channel EEG data were recorded following the international 10–20 system. | -Increasing game difficulty for more experienced players or adjusting the game as experience and performance increase could help players better utilize their cognitive abilities and enrich learning. |
[80] | Explore players’ performance in a bronchoscopy SG simulator, using EEG, to analyze it as a consistent method for increasing skills and competencies. | -The study used questionnaires, gameplay characteristics, and EEG spectral (by Epoc Emotiv device) analysis to explore features of 15 players’ performance in a gamified simulation of a bronchoscopy; -Participants were divided into two groups of analysis based on the performance in the first session. | -Age influenced player performance, with youngers demonstrating greater knowledge acquisition through level progression and completion assessment; -As serious games provide a digital form of knowledge acquisition, in the ‘language’ of digital natives; -More training sessions, rather than longer training sessions, would be most beneficial. |
[81] | Evaluate the ergonomics side of the game related to the user interface design and monitor screen through a case study on the game Battle Arena from the perspective of an SG. | -The research involved a total of 18 participants and include performance metrics, Game Experience Questionnaire (GEQ), NASA TLX questionnaires, Questionnaire for User Interface Satisfaction (QUIS), and ET (Tobiipro device), used in the field of cognitive ergonomics. | -If the desired in play is to have a shorter playing time, then players will more easily complete the game objectives if using a larger screen (23-inch screen) with interface design that has the size of an essential element larger; -If the desired play is related to perceived pleasure, players will prefer to play on a larger screen with larger information elements. |
[82] | Investigate how commercial games can foster hypothetic-deductive reasoning in everyday life. | -Study of a Multiplayer Online Battle Arenas game while developing a design methodology based on multi-level data triangulation between game videos, eye tracking, and game conversations; - It establishes retrospective protocols with clues, analyzing the different reasoning processes of the players, addicted in an environment as natural as possible. | Partial results identify some trends: -Expert players make hypotheses, both in conscious and unconscious ways. Their hypotheses are related to opponent behavior, opponent intentions, opponent location, and the probability of the occurrence of a specific event; -Expert players try to acquire more information to test their hypotheses. |
[83] | Using ET, explore differences between high and low conceptual comprehension players’ visual behaviors and game flow in an SG. | A total of 22 university students participated in this study. While playing a Physics game, their eye movements were recorded by an ET—The flow and comprehension test scores were collected. | -The players in the higher comprehension group demonstrated an efficient text-reading strategy and better metacognitive controls of visual attention during the game plays and expressed a higher level of game flow. |
[84] | Explore effects of agency on cognitive load, articulating a systems dynamics model of learning based on cognition performance, knowledge, affect, external agents, and context. | -Thirty-six dyads played an SG Mecanika for learning physics while dual-EEG (64 channels per head plus reference and ground) was recorded. While one participant played, the other watched a real-time duplication of the player’s gameplay on a separate screen. A 20 min stop rule was established for every level to avoid discouragement caused by repetitive failure; -ET, electrodermal activity (EDA), and blood pulse were registered too, but not report. | -Time-series analysis shows that agency (player or watcher) does not affect the overall cognitive load when the comparison is made either by group or within a single dyad; -Nor did agency affect instantaneous cognitive load for a vast majority of dyads- as the learning environment does not produce even minimal correlations in cognitive load in both participants seeing the same thing. |
[85] | Investigate the effect of game elements on behavioral performance, attention, and motivation using an ET device. | -Considering two versions of the number line estimation task—one with game elements (embedded in the SG called Semideus) and one without, 42 university students completed both versions of the task (to locate fractions on a number line ranging from 0 to 1). At the same time, their eye fixation behavior was recorded using a Tobii 1750 ET (Tobii Technology). | -Participants paid attention to game elements, although they were not necessarily completed the task; -The game elements seem to capture attention but also increment motivational aspects of learning tasks rather than decreasing performance; -The observed qualitative differences in fixation behavior might also originate from an increased user and flow experience. |
[86] | Presents a conceptual adaptive data model of SG design complying with individual preferences and abilities to enhancing the learning process. | -The theoretical study describes applied methods relating Bayesian networks, EEG data processing, Emotion recognition, and classification based on EEG, ET, and other biomedical signals and presents an adaptive data model. | The data model includes the integrated biomedical data: -EEG data filtered and processed to determine user’s state of being; -ET data processed to determine user points of interest, fixations, and points of focus as well as the pupil size indicating the excitation/ concentration; -EEG signals and ET data (pupil size, fixation rate) need to be integrated to confirm the user’s state of being. Through them, emotions such as irritability, relaxation, nervousness, and excitement might be detected. |
[87] | Discuss educational aspects and possibilities of SG, describing key learning theories to ground researchers and game designers’ work. | The theoretical study draws meta-reviews to offer an inventory of known learning and affective outcomes in serious games and to discuss assessment methods valuable for research and efficient SG design, including analysis using EEG; - Different individual characteristics that seem to be strongly affecting the process of learning with SG (learning style, gender, and age) are discussed with emphasis on game development. | -Emotional state is mainly monitored within class observations or questionnaires that not always provide comprehensive data and cannot broadly capture emotional behavior; -For Physiological or behavioral measures, the ET is one of the most appropriate methods because it can be collected during gameplay; Different people learn and process information differently; it is essential to understand how learners react to specific content and situations. |
[88] | Describes a study of player behavior and EEG readings while playing the cybersecurity SG Brute Force, a tower defense game that teaches players to choose passwords. | The experiment with 28 participants included: -pre-test regarding their knowledge and attitudes toward passwords; -a brief tutorial and game playing with linear progressive difficulty adjustment for up to 15 min, using the EEG headset (Emotive device); -a post-test to measure any changes from the pre-test scores, along with a questionnaire regarding player experience. | Partial results show: - Player password selection (that is, choosing a password from a list) sometimes improves with more extended playtime; -The EEG normalized stress graphic shows that while the amplitude seems less informative, the frequency of spikes appears to be pretty well correlated to the perception of difficulty. |
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Ferreira, C.P.; González-González, C.S.; Adamatti, D.F. Business Simulation Games Analysis Supported by Human-Computer Interfaces: A Systematic Review. Sensors 2021, 21, 4810. https://doi.org/10.3390/s21144810
Ferreira CP, González-González CS, Adamatti DF. Business Simulation Games Analysis Supported by Human-Computer Interfaces: A Systematic Review. Sensors. 2021; 21(14):4810. https://doi.org/10.3390/s21144810
Chicago/Turabian StyleFerreira, Cleiton Pons, Carina Soledad González-González, and Diana Francisca Adamatti. 2021. "Business Simulation Games Analysis Supported by Human-Computer Interfaces: A Systematic Review" Sensors 21, no. 14: 4810. https://doi.org/10.3390/s21144810
APA StyleFerreira, C. P., González-González, C. S., & Adamatti, D. F. (2021). Business Simulation Games Analysis Supported by Human-Computer Interfaces: A Systematic Review. Sensors, 21(14), 4810. https://doi.org/10.3390/s21144810