## 4 Results
### Results on Participants' Opinions on Game Mode Preferences
#### 4.2.1 Experimental Group 1--Unicorn Sensor  
As mentioned earlier, 33 volunteers played the game modes, and their EEG signals were collected using the Unicorn sensor. More than a half of the volunteers selected the non-tailored game mode as their favorite game mode (57.58%: 19 out of 33 participants), see Figure 9.  
In terms of the easiest mode to play, the participants reported higher ease-of-play rates (score of 1) on a Likert scale (1: easy; 2, 3, 4, and 5: hard) when using the tailored game mode (20 out of 33 participants: 60.60%) than when using the non-tailored game mode (9 out of 33 participants: 27.27%), see Figure 10. Additionally, the participants did not report any hard play rates for the tailored game mode (score of 5), which is one of the DDA goals. Furthermore, [PERSON]'s exact test (\(\alpha=0.05\)) revealed that there was a significant association between the game modes (non-tailored, tailored) and the ease-of-play variable in the Likert scale values (1, 2, 3, 4); \(p\) value = 0.009341. The Likert scale value of 5 was not considered, because its frequency was zero in the tailored game mode. Regarding the least frustrating game mode, the tailored game mode reported the lowest frustration scores (a score of 0: 36.36%, i.e., 12 out of 33 volunteers; a score of 1: 39.39%, i.e., 13 out of 33 volunteers) on a Likert scale (0: nothing; 1, 2, 3, 4, and 5: high); see Figure 11. Furthermore, the participants did not report any high frustration rates for  
Figure 10: Participants’ opinions on the ease of playing the game modes using the Unicorn sensor. Figure 9: Participants’ favorite game mode in experimental group 1—Unicorn sensor. the tailored game mode (scores of 4 and 5), which is one of the DDA goals. [PERSON]'s exact test (\(\alpha\) = 0.05) revealed that there was a significant association between the game modes (non-tailored, tailored) and the frustration variable in the Likert scale values (0, 1, 2, 3); \(p\) value = 0.0466. The Likert scale values of 4 and 5 were not considered, because their frequencies were zero in the tailored game mode. With respect to the least boring game mode, 78.79% of those interviewed rated both game modes as not boring (a score of 0) on a Likert scale (0: nothing; 1, 2, 3, 4, and 5: high); see Figure 12. In this case, the participants did not report high boredom rates, either for the non-tailored game mode or for the tailored mode (scores of 4 and 5), which is one of the DDA goals. Moreover, [PERSON]'s exact test (\(\alpha\) = 0.05) revealed no significant association between the game modes (non-tailored, tailored) and the boredom variable in the Likert scale values (0, 1, 2, 3); \(p\) value = 1. The Likert scale values of 4 and 5 were not considered, because their frequencies were zero in both game modes. Focusing on the speed of the game response time to the commands executed by the participants, most participants rated both games with a score of 4 (non-tailored game mode: 42.43%, i.e., 14 out of 33 volunteers; tailored game mode: 63.64%, i.e., 21 out of 33 volunteers) based on a Likert scale (1: slow; 2, 3, 4, and 5: fast), see Figure 13.  
Figure 11: Participants’ opinions on frustration in game modes using the Unicorm sensor. Figure 12: Participants’ opinions on boredom in game modes using the Unicorm sensor. Furthermore, [PERSON]'s exact test (\(\alpha\) = 0.05) revealed no significant association between the game modes (non-tailored, tailored) and the game response time variable in the Likert scale values (2, 3, 4, 5); \(p\) value = 0.1844. The Likert scale value of 1 was not considered, because its frequency was zero in both game modes. Finally, almost half of the volunteers (45.46%: 15 out of 33) rated the game modes with high scores in terms of entertainment.