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Updated: Jun 17, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
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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.

Sensors (Basel, Switzerland)
|July 24, 2021
PubMed
Summary

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This summary is machine-generated.

This systematic review finds limited research on using electroencephalogram (EEG) and eye-tracking for business games in organizational learning. However, these methods effectively measure attention and flow, suggesting potential for optimizing serious game design.

Area of Science:

  • Human-Computer Interaction
  • Educational Technology
  • Cognitive Science

Background:

  • Serious business games are increasingly used for organizational learning.
  • Measuring user experience in these games is crucial for effective design.
  • Electroencephalogram (EEG) and eye-tracking offer objective physiological measures.

Purpose of the Study:

  • To systematically review research on EEG and eye-tracking in serious business games for learning.
  • To identify current research gaps and potential applications.
  • To consolidate literature on user experience analysis in business simulation games.

Main Methods:

  • Systematic literature review adhering to PRISMA guidelines.
  • Search for studies utilizing EEG or eye-tracking with serious business games.
Keywords:
EEGbusiness simulation gameeye trackinglearningneuroscienceserious game

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  • Critical evaluation and synthesis of 19 selected references.
  • Main Results:

    • A significant gap exists in research combining EEG/eye-tracking with serious games for organizational learning.
    • Equivalent sensing studies demonstrate effectiveness in monitoring attention and flow states.
    • Physiological measures like mental state and eye fixation reliably indicate player engagement.

    Conclusions:

    • EEG and eye-tracking show promise for analyzing user experience in serious business games.
    • These technologies can provide valuable insights for optimizing the design of business learning tools.
    • Further research is needed to bridge the identified gap in organizational learning contexts.