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<ArticleSet>
<Article>
<Journal>
				<PublisherName>Payame Noor University</PublisherName>
				<JournalTitle>Neuropsychology</JournalTitle>
				<Issn>2476-5023</Issn>
				<Volume>6</Volume>
				<Issue>20</Issue>
				<PubDate PubStatus="epublish">
					<Year>2020</Year>
					<Month>05</Month>
					<Day>21</Day>
				</PubDate>
			</Journal>
<ArticleTitle>Battle of Neurons: Increased focus using a nerve-based computer game and brain-computer interface</ArticleTitle>
<VernacularTitle>Battle of Neurons: Increased focus using a nerve-based computer game and brain-computer interface</VernacularTitle>
			<FirstPage>83</FirstPage>
			<LastPage>100</LastPage>
			<ELocationID EIdType="pii">6783</ELocationID>
			
<ELocationID EIdType="doi">10.30473/clpsy.2020.47141.1449</ELocationID>
			
			<Language>FA</Language>
<AuthorList>
<Author>
					<FirstName>Hesam</FirstName>
					<LastName>Sakian Mohammadi</LastName>
<Affiliation>M. A in Computer Arts, Tabriz Islamic Art University, Tabriz, Iran.</Affiliation>

</Author>
<Author>
					<FirstName>Yazdan</FirstName>
					<LastName>Movahedi</LastName>
<Affiliation>Assistant Professor of Cognitive Neuroscience, Tabriz Islamic Art University, Tabriz, Iran.</Affiliation>

</Author>
<Author>
					<FirstName>Yones</FirstName>
					<LastName>Sekhavat</LastName>
<Affiliation>Assistant Professor of Computer Science, Tabriz Islamic Art University, Tabriz, Iran.</Affiliation>
<Identifier Source="ORCID">0000-0003-3654-9583</Identifier>

</Author>
</AuthorList>
				<PublicationType>Journal Article</PublicationType>
			<History>
				<PubDate PubStatus="received">
					<Year>2019</Year>
					<Month>06</Month>
					<Day>27</Day>
				</PubDate>
			</History>
		<Abstract>&lt;strong&gt;Aim&lt;/strong&gt;: The aim of this study was to evaluate the effectiveness of neurofeedback-based virtual scenarios in form of a computer game in healthy individuals. &lt;strong&gt;Method:&lt;/strong&gt; The design of this study was experimental and the statistical population was all male students of Tabriz Islamic Art University in 2019. The sampling estimation was based on Cohen&#039;s table and a sample of  24 volunteers was included in the study. To collect data they were tested in three groups include positive(reward), negative(punishment) and Competitive(effect on the opponent) reinforcement. The attention level of each player and his\her performance are collected through electroencephalogram(EEG) and recorded by the multithread structure of the game. In designed   scenarios, the threshold of each individual&#039;s concentration is used to regulating the flow of the gameplay, thus the attention training process is adjusted to the same person&#039;s brain activity. In order to test the hypotheses of this research, a user study has been conducted; The results were analyzed by repeated measures ANOVA using SPSS 21 software.&lt;strong&gt; Findings:&lt;/strong&gt; The results showed that competitive reinforcement, negative reinforcement and positive reinforcement are effective in increasing attention level. Also, analyzing the data from the user experience questionnaire showed that designed scenarios are capable to immerse players in the gameplay and engage them with the training flow. &lt;strong&gt;Conclusion:&lt;/strong&gt; using BCI based game and neurofeedback result in increasing the efficiency of attention training.&lt;br /&gt; &lt;br /&gt; </Abstract>
			<OtherAbstract Language="FA">&lt;strong&gt;Aim&lt;/strong&gt;: The aim of this study was to evaluate the effectiveness of neurofeedback-based virtual scenarios in form of a computer game in healthy individuals. &lt;strong&gt;Method:&lt;/strong&gt; The design of this study was experimental and the statistical population was all male students of Tabriz Islamic Art University in 2019. The sampling estimation was based on Cohen&#039;s table and a sample of  24 volunteers was included in the study. To collect data they were tested in three groups include positive(reward), negative(punishment) and Competitive(effect on the opponent) reinforcement. The attention level of each player and his\her performance are collected through electroencephalogram(EEG) and recorded by the multithread structure of the game. In designed   scenarios, the threshold of each individual&#039;s concentration is used to regulating the flow of the gameplay, thus the attention training process is adjusted to the same person&#039;s brain activity. In order to test the hypotheses of this research, a user study has been conducted; The results were analyzed by repeated measures ANOVA using SPSS 21 software.&lt;strong&gt; Findings:&lt;/strong&gt; The results showed that competitive reinforcement, negative reinforcement and positive reinforcement are effective in increasing attention level. Also, analyzing the data from the user experience questionnaire showed that designed scenarios are capable to immerse players in the gameplay and engage them with the training flow. &lt;strong&gt;Conclusion:&lt;/strong&gt; using BCI based game and neurofeedback result in increasing the efficiency of attention training.&lt;br /&gt; &lt;br /&gt; </OtherAbstract>
		<ObjectList>
			<Object Type="keyword">
			<Param Name="value">Brain-Computer Interface</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Neuro-feedback</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Computer Games</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Attention Training</Param>
			</Object>
		</ObjectList>
<ArchiveCopySource DocType="pdf">https://clpsy.journals.pnu.ac.ir/article_6783_ad190f1867c7539f91e02e1594b99c3e.pdf</ArchiveCopySource>
</Article>
</ArticleSet>
