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{"target":"https://pubannotation.org/docs/sourcedb/PMC/sourceid/2944670","sourcedb":"PMC","sourceid":"2944670","source_url":"https://www.ncbi.nlm.nih.gov/pmc/2944670","text":"It is usually assumed that, because of the huge yearly turnovers of the game industry, once BCI games reach the mass market, BCI technology would become so cheap that every disabled person would be able to afford it for functional interaction. Some support this view. For instance, commercial “BCI” sensors are coming into the mainstream gaming world (e.g., Emotiv and Neurosky). Also, as Nijholt (2009) points out: “There are also other reasons that make games, gamers and the game industry interesting. Gamers are early adaptors. They are quite happy to play with technology, to accept that strong efforts have to be made in order to get minimal advantage, and they are used to the fact that games have to be mastered by training, allowing them to go from one level to the next level and to get a higher ranking than their competitors”. However, we cannot take for granted that the kind of BCI technology (sensors and brain signals) that the game industry would eventually develop will automatically be appropriate for functional interaction. This is the case for current “BCI” game sensors that are limited in number and position over the users head (normally just over the forefront, where there is no hair).","tracks":[]}