The Neural Footprint of Play: Classifying Gamer Expertise via Raw EEG and Brain Topography

Autores/as

  • Ricardo Emmanuel García Manzo 📩 Universidad de Guadalajara, México https://orcid.org/0000-0002-1210-3459
  • Ricardo Antonio Salido Ruiz Universidad de Guadalajara, México https://orcid.org/0000-0001-6135-9306
  • Eduardo Mendez Palos Universidad de Guadalajara, México
  • Víctor Ernesto Moreno González Universidad de Guadalajara, México
  • Fernanda J. Miranda Peral Universidad de Zamora, De Hidalgo, Mexico https://orcid.org/0009-0006-2555-3017
  • Marco Antonio Perez Cisneros Universidad de Guadalajara, México
  • Alma Yolanda Alanis Garcia Universidad de Guadalajara, México

Palabras clave:

EEG, EEGVideogames, VideogamesNeurogaming, Neural Networks, Expertise classification

Resumen

This study explores the feasibility of classifying videogame expertise using raw electroencephalographic (EEG) signals recorded dur-ing gameplay of Temple Run®. EEG data from ten subjects were pro-cessed and analyzed through three complementary approaches. First, a Multilayer Perceptron (MLP) neural network was trained with im-balanced data, followed by a second experiment using Synthetic Mi-nority Oversampling Technique (SMOTE) to correct class imbalance. The models achieved precision above 90%, with the highest accuracy of 92.89% obtained using balanced data and intermediate hidden-layer sizes, demonstrating that raw EEG signals contain discriminative infor-mation without requiring feature extraction. A third experiment involved topographic analysis, revealing distinct spatial activation patterns be-tween video gamers and non-gamers. Novice players exhibited greater parieto-occipital activation, while experienced players showed more fo-cused frontal engagement, reflecting enhanced visuomotor efficiency. To-gether, these results highlight the potential of raw EEG for real-time ex-pertise classification and its broader applications in neurogaming, adap-tive systems, and digital health.

Citas

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Publicado

2026-08-10

Cómo citar

García Manzo, R. E., Salido Ruiz, R. A. ., Mendez Palos , E. ., Moreno González, V. E. ., Miranda Peral, F. J. ., Perez Cisneros, M. A. ., & Alanis Garcia, A. Y. . (2026). The Neural Footprint of Play: Classifying Gamer Expertise via Raw EEG and Brain Topography. ReCIBE, Revista electrónica De Computación, Informática, Biomédica Y Electrónica, 15(2). Recuperado a partir de https://recibe.cucei.udg.mx/index.php/ReCIBE/article/view/neural_footprint_play

Número

Sección

Computación e Informática