Method Article

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking

DOI:

10.3791/2320

December 16th, 2010

In This Article

Summary

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Procedures for recording high-density EEG and gaze data during computer game-based cognitive tasks are described. Using a video game to present cognitive tasks enhances ecological validity without sacrificing experimental control.

Abstract

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Experimental paradigms are valuable insofar as the timing and other parameters of their stimuli are well specified and controlled, and insofar as they yield data relevant to the cognitive processing that occurs under ecologically valid conditions. These two goals often are at odds, since well controlled stimuli often are too repetitive to sustain subjects' motivation. Studies employing electroencephalography (EEG) are often especially sensitive to this dilemma between ecological validity and experimental control: attaining sufficient signal-to-noise in physiological averages demands large numbers of repeated trials within lengthy recording sessions, limiting the subject pool to individuals with the ability and patience to perform a set task over and over again. This constraint severely limits researchers' ability to investigate younger populations as well as clinical populations associated with heightened anxiety or attentional abnormalities. Even adult, non-clinical subjects may not be able to achieve their typical levels of performance or cognitive engagement: an unmotivated subject for whom an experimental task is little more than a chore is not the same, behaviourally, cognitively, or neurally, as a subject who is intrinsically motivated and engaged with the task. A growing body of literature demonstrates that embedding experiments within video games may provide a way between the horns of this dilemma between experimental control and ecological validity. The narrative of a game provides a more realistic context in which tasks occur, enhancing their ecological validity (Chaytor & Schmitter-Edgecombe, 2003). Moreover, this context provides motivation to complete tasks. In our game, subjects perform various missions to collect resources, fend off pirates, intercept communications or facilitate diplomatic relations. In so doing, they also perform an array of cognitive tasks, including a Posner attention-shifting paradigm (Posner, 1980), a go/no-go test of motor inhibition, a psychophysical motion coherence threshold task, the Embedded Figures Test (Witkin, 1950, 1954) and a theory-of-mind (Wimmer & Perner, 1983) task. The game software automatically registers game stimuli and subjects' actions and responses in a log file, and sends event codes to synchronise with physiological data recorders. Thus the game can be combined with physiological measures such as EEG or fMRI, and with moment-to-moment tracking of gaze. Gaze tracking can verify subjects' compliance with behavioural tasks (e.g. fixation) and overt attention to experimental stimuli, and also physiological arousal as reflected in pupil dilation (Bradley et al., 2008). At great enough sampling frequencies, gaze tracking may also help assess covert attention as reflected in microsaccades - eye movements that are too small to foveate a new object, but are as rapid in onset and have the same relationship between angular distance and peak velocity as do saccades that traverse greater distances. The distribution of directions of microsaccades correlates with the (otherwise) covert direction of attention (Hafed & Clark, 2002).

Protocol

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1. Design an Entertaining and Scientifically Informative Video Game

  1. Apply an iterative game design process in which concerns of scientific value and playability inform each other. As an experimenter, you have ideas as to the stimuli and behavioural paradigms that you want to see built into a computer game. Because you are not a game designer, the task of building these paradigms into games may seem a detail that can be addressed after most of the work has been completed. Nothing could be further from the truth. Whether or not a game will attract motivated players - and thus whether or not your data will be collected under conditions o....

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Discussion

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Perhaps the single most important obstacle to integrative studies is the practical limit on the amount of time that a single experimental subject (especially one from a clinical population) can reasonably be expected to perform before becoming fatigued. Unfortunately, often the more controlled a stimulus is from the scientist's point of view, the more repetitive and tedious the experiment can seem from the subject's point of view. Behavioural research on neuropsychiatric disorders in recent years has highlighted the im.......

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Disclosures

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No conflicts of interest declared.

Acknowledgements

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This project is funded by Autism Speaks Pilot Research Grant #2597 and by US National Science Foundation Faculty Early Career Development Award #BCS-0846892.

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Materials

List of materials used in this article
NameCompanyCatalog NumberComments
128-channel BioSemi ActiveTwo measurement systemBioSemihttp://www.biosemi.com
32 channel A-set + CMS/DRLBioSemiP32-ABC-ACMS
32 channel B-setBioSemiP32-ABC-B
32 channel C-setBioSemiP32-ABC-C
32 channel D-setBioSemiP32-ABC-D
EX1-EX8 electrodesBioSemi8 x TP PIN
128-channel capBioSemiCAP M 128
EyeLink 1000 infrared gaze trackerSR Research Ltd.
EyeLink 1000 Remote Camera UpgradeSR Research Ltd.n/aAllows for target sticker tracking
SignaGel electrode gelParker Laboratories Inc.n/a
0.05% KCl electrolytic (NaCl) gelN/An/aPurchased from compounding pharmacy
Intensity ProBlackmagic Design

References

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  1. Bell, A. J., Sejnowski, T. J. An information maximisation approach to blind separation and blind deconvolution. Neural Computation. 7, 1129-1159 (1995).
  2. Belmonte, M. K. Shifts of visual spatial attention modulate a steady-state visual ev....

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Tags

Computer Game Based ExperimentsHigh Density EEGInfrared Gaze TrackingEvent Related PotentialsPosner Attention Shifting ParadigmGo No Go TestMotion Coherence TaskEmbedded Figures TestTheory of Mind TaskGSR Electrodes

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