EEG-Based Engagement Monitoring in Cognitive Games

Cognitive decline and dementia prevention are global priorities, with cognitive rehabilitation games showing potential to delay their onset or progression. However, these games require sufficient user engagement to be effective. Assessing the engagement through questionnaires is challenging for the individuals suffering from cognitive decline due to age or dementia. This study aims to explore the relationship between game difficulty levels, three EEG engagement indices (<i>β</i>/(<i>θ</i> + <i>α</i>), <i>β</i>/<i>α</i>, 1/<i>α</i>), and the self-reported flow state scale score during video gameplay, and to develop an accurate machine learning algorithm for the classification of user states into high- and low-engagement. Twenty-seven participants (nine older adults) played a stunt plane video game while their EEG signals were recorded using EPOCX. They also completed the flow state scale for occupational tasks questionnaire after the easy, optimal, and hard levels of gameplay. Self-reported engagement scores significantly varied across the difficulty levels (<i>p</i> = 0.027), with the optimal level yielding the highest scores. Combining the three EEG indices achieved the best performance, with F1 scores of 89% (within-subject) and 81% (cross-subject). Engagement classification F1 scores were 90% for young adults and 85% for older adults. The findings provide preliminary data that supports using EEG data for engagement analysis in adults and older adults.

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Publication Details

Journal
Sensors
Published
2025-03-26
DOI
https://doi.org/10.3390/s25072072
Citations
7
Primary Topic
EEG and Brain-Computer Interfaces
Type
article
Field-Weighted Citation Impact
10.02

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article

EEG-Based Engagement Monitoring in Cognitive Games

Yusuf Kola Ahmed, Martin Ferguson-Pell, Kim Adams, Adriana Ríos Rincón
7 citations
Sensors
EEG and Brain-Computer Interfaces
10.02
article

EEG-Based Engagement Monitoring in Cognitive Games

Yusuf Kola Ahmed, Martin Ferguson-Pell, Kim Adams, Adriana Ríos Rincón
article en
7 citations

Abstract

Cognitive decline and dementia prevention are global priorities, with cognitive rehabilitation games showing potential to delay their onset or progression. However, these games require sufficient user engagement to be effective. Assessing the engagement through questionnaires is challenging for the individuals suffering from cognitive decline due to age or dementia. This study aims to explore the relationship between game difficulty levels, three EEG engagement indices (<i>β</i>/(<i>θ</i> + <i>α</i>), <i>β</i>/<i>α</i>, 1/<i>α</i>), and the self-reported flow state scale score during video gameplay, and to develop an accurate machine learning algorithm for the classification of user states into high- and low-engagement. Twenty-seven participants (nine older adults) played a stunt plane video game while their EEG signals were recorded using EPOCX. They also completed the flow state scale for occupational tasks questionnaire after the easy, optimal, and hard levels of gameplay. Self-reported engagement scores significantly varied across the difficulty levels (<i>p</i> = 0.027), with the optimal level yielding the highest scores. Combining the three EEG indices achieved the best performance, with F1 scores of 89% (within-subject) and 81% (cross-subject). Engagement classification F1 scores were 90% for young adults and 85% for older adults. The findings provide preliminary data that supports using EEG data for engagement analysis in adults and older adults.

SensorsVol. 25(7)
University of Ilorin (NG), University of Alberta (CA)
AGE-WELL
Openalex Percentile: Top 2%
EEG and Brain-Computer Interfaces
10.02
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EEG-Based Engagement Monitoring in Cognitive Games — Yusuf Kola Ahmed, Martin Ferguson-Pell, et al. · Sensors (2025) | TGRS Research Map | TGRS