{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,5,18]],"date-time":"2026-05-18T23:51:07Z","timestamp":1779148267670,"version":"3.51.4"},"reference-count":98,"publisher":"MDPI AG","issue":"2","license":[{"start":{"date-parts":[[2018,5,28]],"date-time":"2018-05-28T00:00:00Z","timestamp":1527465600000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Computers"],"abstract":"<jats:p>The integration of a P300-based brain\u2013computer interface (BCI) into virtual reality (VR) environments is promising for the video games industry. However, it faces several limitations, mainly due to hardware constraints and constraints engendered by the stimulation needed by the BCI. The main limitation is still the low transfer rate that can be achieved by current BCI technology. The goal of this paper is to review current limitations and to provide application creators with design recommendations in order to overcome them. We also overview current VR and BCI commercial products in relation to the design of video games. An essential recommendation is to use the BCI only for non-complex and non-critical tasks in the game. Also, the BCI should be used to control actions that are naturally integrated into the virtual world. Finally, adventure and simulation games, especially if cooperative (multi-user) appear the best candidates for designing an effective VR game enriched by BCI technology.<\/jats:p>","DOI":"10.3390\/computers7020034","type":"journal-article","created":{"date-parts":[[2018,5,29]],"date-time":"2018-05-29T02:58:18Z","timestamp":1527562698000},"page":"34","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":27,"title":["Recommendations for Integrating a P300-Based Brain Computer Interface in Virtual Reality Environments for Gaming"],"prefix":"10.3390","volume":"7","author":[{"given":"Gr\u00e9goire","family":"Cattan","sequence":"first","affiliation":[{"name":"IHMTEK (Interface Homme-Machine Technologie) Company, 38200 Vienne, France"},{"name":"Department of Image and Signal, University Grenoble Alpes, CNRS, Grenoble INP, GIPSA-lab, 38000 Grenoble, France"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Cesar","family":"Mendoza","sequence":"additional","affiliation":[{"name":"IHMTEK (Interface Homme-Machine Technologie) Company, 38200 Vienne, France"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-4466-4525","authenticated-orcid":false,"given":"Anton","family":"Andreev","sequence":"additional","affiliation":[{"name":"Department of Image and Signal, University Grenoble Alpes, CNRS, Grenoble INP, GIPSA-lab, 38000 Grenoble, France"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Marco","family":"Congedo","sequence":"additional","affiliation":[{"name":"Department of Image and Signal, University Grenoble Alpes, CNRS, Grenoble INP, GIPSA-lab, 38000 Grenoble, France"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"1968","published-online":{"date-parts":[[2018,5,28]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","first-page":"25","DOI":"10.1109\/MC.2005.297","article-title":"From visual simulation to virtual reality to games","volume":"38","author":"Zyda","year":"2005","journal-title":"Computer"},{"key":"ref_2","doi-asserted-by":"crossref","unstructured":"Brown, E., and Cairns, P. 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