increasing the SN connectivity, where this increased
connectivity was also found to be negatively
correlated with mind-wandering task and resting
alpha rhythm (Ros et al., 2013), two conditions which
activate the DMN (Neuner et al., 2014; Simon &
Engström, 2015).
Our connectivity results also show different
connectivity patterns during baseline in different
groups. This difference might reflect the possibility
of using resting state connectivity to predict gaming
performance, where the similar idea has been
proposed in predicting the neurofeedback training
response in individuals with anxiety (Scheinost et al.,
2014).
In order to obtain more detailed connectivity
information, especially regarding the pattern changes
between the three major networks, more specific and
larger number of electrodes should be chosen for
connectivity analysis. Larger number of subjects and
different range of frequency bands are also required
to explore the different impact of interactive BCI
gaming in different frequency bands. An equal
number of electrodes for both players should be used
for the last gaming session to avoid bias by the
more/less dominant players.
5 CONCLUSIONS
Our study introduced a multi-user competitive BCI
game that is based on alpha operant conditioning. We
reported the preliminary results of the cortical
changes and connectivity from the most successful
gaming. Further development of this study will
include more participants and other social interaction
settings (i.e., collaborative), in order to explore the
brain activity and connectivity during the different
interaction tasks.
ACKNOWLEDGEMENTS
This study is funded by Indonesian Endowment Fund
for Education by the Ministry of Finance, Republic of
Indonesia.
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