Abstract
Many types of video games have already been developed on the market, and the use of serious games is also spreading more and more, e.g. for educational and learning aims, for prevention and rehabilitation, or for therapeutic purposes related to several mental or cognitive disorders. A Brain Computer Interface (BCI) is a technology that translates the electroencephalogram (EEG) activity in electric signals to control external devices. It has been used together with serious games. Started with the intent to help people with motor problems to use software or PC, this technology has increasingly diversified its uses from the original one. There are, in fact, several example of BCI devices use for clinical purpose with specific training tools like that for chronic stroke or Parkinson patients. This contribution presents an example of BCI training tool designed for therapeutic purposes related to addicted patients, with positive outcomes, like self-efficacy and coping strategies enhancement, and its perspectives are encouraging for the future. Even if it seems correct to hope in an increasingly widespread and specialized use of the BCI technology, combined with serious games, this leaves open some questions about the effective mechanisms (cognitive, neuropsychological etc.) that lead to positive therapeutic outcomes. In that context the human-machine interaction is a typical case of interaction between two quasi-systems, given the intrinsic variability both of the stakeholders and the nature itself of the interaction.
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Bonfiglio, N.S., Renati, R., Pessa, E. (2019). The Use of Brain Computer Interface (BCI) Combined with Serious Games for Pathological Dependence Treatment. In: Minati, G., Abram, M., Pessa, E. (eds) Systemics of Incompleteness and Quasi-Systems. Contemporary Systems Thinking. Springer, Cham. https://doi.org/10.1007/978-3-030-15277-2_25
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