The feedback expresses user's motion, emotional and some other intentions. Video game environment involves human interaction with a user interface to generate visual feedback on a video device or commands to control a robot. Moreover, many areas of neuroscience (supported by Open Fund of Key Laboratory of Electronic Equipment Structure Design (Ministry of Education) in Xidian University (EESD-OF-201401)) have used video games as tools to study the effectiveness of electroencephalography in measuring visual fatigue, Internet game addiction, and remedies for motion sickness, which makes video game studies span a wide range of areas and clinical applications. With the development of gamification, video game has been playing important roles in a variety of environments, from marketing to inspiration to health and education. Gamification is the application of game-design elements and game principles in nongame contexts in attempts to improve user engagement, organizational productivity, physical exercise, and traffic violations, among others. It suggested that the immersive and rich-control environment for MI would improve the associated mental imagery and enhance MI-based BCI skills. Analysis results of game-score indicated that the players' scores presented an obvious uptrend in 3D Tetris environment but did not show an obvious downward trend in 2D Screen Game. According to a series of statistical results, the group performing MI in the 3D Tetris environment showed more significant improvements in generating MI-associated ERD/ERS. To demonstrate the effectiveness of 3D game environment at enhancing player's event-related desynchronization (ERD) and event-related synchronization (ERS) production ability, we set the 2D Screen Game as the comparison experiment. We compared the numerical differences between spatial features extracted with common spatial pattern (CSP) and the proposed multifeature extraction. To enhance player's BCI control ability, the study focused on feature extraction from EEG and control strategy supporting Game-BCI system operation. We tested the BCI system in a 3D Tetris and an analogous 2D game playing environment. We present a methodology for a hybrid brain-computer interface (BCI) system, with the recognition of motor imagery (MI) based on EEG and blink EOG signals.
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