Related Experiment Video
Updated: Jun 17, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
Published on: December 16, 2010
Business Simulation Games Analysis Supported by Human-Computer Interfaces: A Systematic Review
Cleiton Pons Ferreira1,2,3, Carina Soledad González-González2, Diana Francisca Adamatti3
1Research and Innovation Department, Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Sul, Rio Grande 96201-460, Brazil.
Abstract:
This article performs a Systematic Review of studies to answer the question: What are the researches related to the learning process with (Serious) Business Games using data collection techniques with Electroencephalogram or Eye tracking signals? The PRISMA declaration method was used to guide the search and inclusion of works related to the elaboration of this study. The 19 references resulting from the critical evaluation initially point to a gap in investigations into using these devices to monitor serious games for learning in organizational environments. An approximation with equivalent sensing studies in serious games for the contribution of skills and competencies indicates that continuous monitoring measures, such as mental state and eye fixation, proved to identify the players' attention levels effectively. Also, these studies showed effectiveness in the flow at different moments of the task, motivating and justifying the replication of these studies as a source of insights for the optimized design of business learning tools. This study is the first systematic review and consolidates the existing literature on user experience analysis of business simulation games supported by human-computer interfaces.

