## 2 Methodology  
The research question aims to explore the impact of video games on human concentration and how video games can positively affect human mood conditions, focusing on concentration. The study involved 31 cases of young people who played three types of video games: Challenging Puzzlers, Casual Games, and Exergames. The research seeks to generalize the findings from these 31 cases to demonstrate the broader impact of video games on concentration among people. The context establishes that video games are primarily intended for entertainment and provide interactive experiences through electronic devices. The origin of video games was in solving puzzles and challenges, and their application initially focused on studying and programming to play against machines. However, video games have become part of people's lives, used in various settings and with diverse gaming platforms. Recent studies have shown an increasing interest in understanding the impact of video games on human health, particularly in relation to calming emotions and enhancing concentration skills. Researchers have explored the potential benefits and drawbacks of video games and technological interventions in managing emotions and cognitive abilities. Studies suggest [28] that video games, with their immersive virtual environments and interactive gameplay, can provide a form of relaxation and diversion from daily life stressors, contributing to emotional well-being and concentration. Individual differences play a significant role in the impact of video games on human health. Factors such as age, personality traits, and pre-existing conditions can influence how individuals benefit from video games. Considering these factors when designing and implementing technology-based interventions is essential to ensure their effectiveness and suitability for different populations. Virtual reality (VR) has emerged as an essential tool in measuring and comparing the results of illnesses and cognitive problems. VR offers an immersive environment that allows users to interact with the virtual world, making it a valuable instrument for studying human capabilities. Exergaming, a concept combining gameplay and exercise within a virtual environment, has shown promising results in enhancing mood and cognitive abilities. The support of technologies like computational electroencephalograms and brain-computer interfaces integrated into video games provides convincing feedback and opens up opportunities for developing games that promote a sense of well-being during gameplay. In this research, our primary objective is to clarify the differential impact of specific video game genres, as assessed by existing classifications, on individual concentration levels. Video games have garnered attention for their potential to influence mood regulation and attitude and even foster physical activity, making them an intriguing subject of scientific inquiry with broad implications for human well-being [29; 30]. The investigation's central focus lies in understanding how these interactive digital experiences can serve as powerful enhancers of concentration, offering valuable insights for potential therapeutic or educational applications. The research proposes analyzing the degree of cognitive concentration produced by the three categories of video games using EEG data analysis. Specifically, the power spectral density (PSD) of alpha waves in the frequency range of 8-12 Hz is used to assess the state of relaxation and focused cognitive attention. The individual alpha frequency (IAF) and frontal alpha asymmetry (FAA) are calculated to quantify the degree of cognitive concentration. Based on the experiments and results obtained, it is shown that exergames stimulate a higher cognitive concentration process in players compared to other game genres. Therefore, our research sheds light on the potential positive impact of video games on human mood conditions, particularly in enhancing cognitive concentration.