9.1.1 Ideas for the Future - NeuroSky Entertainment
Instead of having the mind directly control features of a game, it could be used as
an unconscious influence in the gameplay. For example, in a role playing game,
you have a main character, and perhaps a party of followers or helpers. It is common, that throughout the game, your main character gains more experience and
get better in a set of skills that will help to conquer challenges later in the game.
EEG could be used to add a new dimension to that kind of character building. A
continuous analysis of the brain waves could form user models that will be used
for influence, with both short- and long-term effects. In the latter case, if you are
in general very relaxed or focused, your character might regenerate quicker (if
combat is involved), or have more endurance, or get access to special spells of the
defensive kind. The opposite would apply for those who are generally restless.
In the external game world, it the player gives signs of drowsiness, the game could
introduce unexpected happenings, like an suddenly ambush or develop a creepy
atmosphere using mediums like music and lights, whatever is most appropriate.
This would be a short-term effect. An other example could be that the dialog could
adjust to the users current mood, or how the party of followers engage and act
around you. This would create more variation in the game and give them more
personality. Additionally, the EEG classifications and algorithms that are to analyze the brain waves do not have to be that accurate. Incorrect results would not
hinder the gameplay. And thus it may be a good place to start applying EEG. At
least when applying one electrode equipment like the mindset and sampling takes
time, indirect influence may be the better way to go.
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