
 
below 5k. Secondly, the impedance measurements 
were recorded after approximately one minute of 
having the gel applied on the head, yet our 
experience gives the impression that the impedance 
tends to decrease a bit over time.  
The results are considered promising and in 
manufacturing the headset, there should be aimed 
for the same characteristics as the functional 
prototype. However, this doesn’t imply that the 
manufactured headset will actually behave in the 
exact same way and therefore we propose an 
evaluation of the final product as well. 
7 DISCUSSION 
We identified several possible issues holding back 
the development and implementation of 
neurofeedback therapy. New aims of neurofeedback 
are suggested, including: 1) a focus 
shift in healthcare  from  cure  to  prevention, 
2) increasing the focus on mental wellbeing in 
healthcare, 3) elevating the standard of living by 
enabling users to consciously train brain signals 4) 
implementing gaming approaches in neurofeedback 
to increase intrinsic motivation.  
In an attempt to make neurofeedback training 
more accessible by combining the therapy with 
gaming in the home environment, we designed a 
headset that can be used all by oneself in 
combination with a 3D gaming environment for 
desktop pc. We evaluated a prototype of the headset 
and proved that the impedances of the sensors were 
significantly below 10 kΩ. Of course, future work 
will have to imply the actual realization and testing 
of this headset, more iteration steps will have to be 
made before starting large volume production.  
To our knowledge, this headset is one of the first 
attempts to apply enjoyable neurofeedback in the 
home environment. It can be used without 
supervision of a medical expert and can be operated 
by a single user, lowering the practical barriers of 
neurofeedback therapy, combined with motivational 
elements in the form of an entertaining 3D game. 
Hopefully, this will increase the societal acceptance 
of neurofeedback 
We argue to continue developing headsets 
implementing EEG sensors, in order to stimulate the 
ease of use. Future work could include gel capsules 
to prevent hassle with syringes and cleaning, or even 
dry EEG sensors. Furthermore, a focus should 
remain on using gaming as motivational tool in 
neurofeedback therapy and to support society 
adopting neurofeedback training to increase overall 
mental wellbeing. Neurofeedback therapy already 
exists for over a decade; still the general public is 
unaware of the broad spectrum of opportunities 
neurofeedback could provide. Curing mental 
illnesses is of course a big opportunity, but 
neurofeedback has the potential to go much further. 
Instead of curing, it could prevent mental illness to 
happen or even exceed current human capabilities. 
For this to be realized, the neurofeedback research 
community should focus on practical and 
motivational issues that hold back the 
implementation of neurofeedback therapy, and 
create a shift towards a society that greatly benefits 
from its possibilities.  
ACKNOWLEDGEMENTS 
We would like to thank Joep Frens, Chet Bangaru, 
Jacques Terken and Geert van den Boomen from the 
Department of Industrial Design, Eindhoven 
University of Technology, who helped shaping our 
thoughts and enabled the design of the headset. 
Furthermore we would like to thank Geert-Jan 
Driessen, Pierre Cluitmans and Frans Tomeij for 
sharing their knowledge and insights on the matter. 
The Mind Connection in Maastricht has been a 
contributor of the project.  
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