# Evaluation of the User Adaptation in a BCI Game Environment +
## 5 Results and Discussion
### Game Testing
\begin{table}
\begin{tabular}{c c c c} \hline \hline
**Subjects** & **Average Score 1** & **Average Score 2** & **Improvement** & **Average Overall** \\ \hline Sub1 & 45.60 & 53.70 & 8.10\% & 49.65 \\ Sub2 & 51.90 & 63.00 & 11.10\% & 57.45 \\ Sub3 & 40.50 & 67.50 & 27.00\% & 54.00 \\ Sub4 & 46.80 & 63.30 & 16.50\% & 55.05 \\ Sub5 & 47.70 & 51.80 & 4.10\% & 49.75 \\ Sub6 & 53.70 & 51.40 & \(-\)2.30\% & 52.55 \\ Sub7 & 41.90 & 56.60 & 14.70\% & 49.25 \\ Sub8 & 43.60 & 46.60 & 3.00\% & 45.10 \\ Sub9 & 35.80 & 63.30 & 27.50\% & 49.55 \\ Sub10 & 48.90 & 47.10 & \(-\)1.80\% & 48.00 \\ Sub11 & 44.50 & 37.20 & \(-\)7.30\% & 40.85 \\ Sub12 & 32.60 & 48.00 & 15.40\% & 40.30 \\ Sub13 & 46.75 & 48.90 & 2.15\% & 47.80 \\ Sub14 & 35.60 & 46.40 & 10.80\% & 41.00 \\ Sub15 & 66.20 & 60.90 & \(-\)5.30\% & 63.55 \\ Sub16 & 57.30 & 64.80 & 7.50\% & 61.05 \\ Sub17 & 64.20 & 69.50 & 5.30\% & 66.85 \\ Sub18 & 56.60 & 59.70 & 3.10\% & 58.15 \\ Sub19 & 38.90 & 57.30 & 18.40\% & 48.10 \\ Sub20 & 50.80 & 60.10 & 9.30\% & 55.45 \\ Sub21 & 30.20 & 40.60 & 10.40\% & 35.40 \\ Sub22 & 27.40 & 22.60 & \(-\)4.80\% & 25.00 \\ Sub23 & 66.80 & 50.80 & \(-\)16.00\% & 58.80 \\ Sub24 & 57.60 & 64.30 & 6.70\% & 60.95 \\ Sub25 & 63.50 & 62.20 & \(-\)1.30\% & 62.85 \\ Sub26 & 34.00 & 41.70 & 7.70\% & 37.85 \\ Sub27 & 41.00 & 53.10 & 12.10\% & 47.05 \\ Sub28 & 51.20 & 54.10 & 2.90\% & 52.65 \\ Sub29 & 49.00 & 65.00 & 16.00\% & 57.00 \\ Sub30 & 62.90 & 60.70 & \(-\)2.20\% & 61.80 \\ Sub31 & 55.90 & 63.80 & 7.90\% & 59.85 \\ Sub32 & 59.60 & 64.30 & 4.70\% & 61.95 \\ Sub33 & 52.20 & 64.30 & 12.10\% & 58.25 \\ Sub34 & 64.30 & 68.50 & 4.20\% & 66.40 \\ Sub35 & 53.10 & 64.60 & 11.50\% & 58.85 \\ Sub36 & 53.80 & 66.10 & 12.30\% & 59.85 \\ Sub37 & 28.20 & 59.20 & 31.00\% & 43.7 \\ \hline \hline \end{tabular}
\end{table} 
Table 3: Level 1 game scores. A comparative study between this work and other papers from the literature is presented in the following Table 5. The majority of the papers designed a BCI-controlled game with 2 mental commands using a commercially available EEG headset. [PERSON] et al. [16], [PERSON] et al. [17], and [PERSON] et al. [18] used the NeuroSky headset, which has 1 electrode, to acquire the EEG signals. [PERSON] et al. [19] and [PERSON] et al. [20] used Emotiv headsets with 5 and 14 electrodes, respectively. In this experiment, the Muse 2 headband was chosen, which is a 4-electrode EEG device rarely studied in the literature. According to the majority of the papers in the literature, the subjects played the game only once, except [PERSON] et al. [20], where the subjects played the game two times, and [PERSON] et al. [17], where repetitions per subject were not mentioned. In this work, user adaptation and improvement are the main focus; thus, subjects played the game 20 times (in 2 sets of 10) in order to measure their improvement. [PERSON] et al. [16] calculated the mean meditation of the players, and depending on the value, the difficulty of the game changes. [PERSON] et al. [19] did not present any evaluation metrics for the mental pool game they designed. The evaluation metrics from the works