A Study on the Use of Eye Tracking to Adapt Gameplay and Procedural Content Generation in First-Person Shooter Games
This paper studies the use of eye tracking in a First-Person Shooter (FPS) game as a mechanism to: (1) control the attention of the player’s avatar according to the attention deployed by the player; and (2) guide the gameplay and game’s procedural content generation, accordingly....
Main Authors: | , |
---|---|
Format: | Article |
Language: | English |
Published: |
MDPI AG
2018-05-01
|
Series: | Multimodal Technologies and Interaction |
Subjects: | |
Online Access: | http://www.mdpi.com/2414-4088/2/2/23 |
_version_ | 1828497337541984256 |
---|---|
author | João Antunes Pedro Santana |
author_facet | João Antunes Pedro Santana |
author_sort | João Antunes |
collection | DOAJ |
description | This paper studies the use of eye tracking in a First-Person Shooter (FPS) game as a mechanism to: (1) control the attention of the player’s avatar according to the attention deployed by the player; and (2) guide the gameplay and game’s procedural content generation, accordingly. This results in a more natural use of eye tracking in comparison to a use in which the eye tracker directly substitutes control input devices, such as gamepads. The study was conducted on a custom endless runner FPS, Zombie Runner, using an affordable eye tracker. Evaluation sessions showed that the proposed use of eye tracking provides a more challenging and immersive experience to the player, when compared to its absence. However, a strong correlation between eye tracker calibration problems and player’s overall experience was found. This means that eye tracking technology still needs to evolve but also means that once technology gets mature enough players are expected to benefit greatly from the inclusion of eye tracking in their gaming experience. |
first_indexed | 2024-12-11T12:45:36Z |
format | Article |
id | doaj.art-7c8e78ce6c18403a894edae762cfe428 |
institution | Directory Open Access Journal |
issn | 2414-4088 |
language | English |
last_indexed | 2024-12-11T12:45:36Z |
publishDate | 2018-05-01 |
publisher | MDPI AG |
record_format | Article |
series | Multimodal Technologies and Interaction |
spelling | doaj.art-7c8e78ce6c18403a894edae762cfe4282022-12-22T01:06:50ZengMDPI AGMultimodal Technologies and Interaction2414-40882018-05-01222310.3390/mti2020023mti2020023A Study on the Use of Eye Tracking to Adapt Gameplay and Procedural Content Generation in First-Person Shooter GamesJoão Antunes0Pedro Santana1ISCTE-Instituto Universitário de Lisboa (ISCTE-IUL) and Instituto de Telecomunicações (IT), 1649-026 Lisboa, PortugalISCTE-Instituto Universitário de Lisboa (ISCTE-IUL) and Instituto de Telecomunicações (IT), 1649-026 Lisboa, PortugalThis paper studies the use of eye tracking in a First-Person Shooter (FPS) game as a mechanism to: (1) control the attention of the player’s avatar according to the attention deployed by the player; and (2) guide the gameplay and game’s procedural content generation, accordingly. This results in a more natural use of eye tracking in comparison to a use in which the eye tracker directly substitutes control input devices, such as gamepads. The study was conducted on a custom endless runner FPS, Zombie Runner, using an affordable eye tracker. Evaluation sessions showed that the proposed use of eye tracking provides a more challenging and immersive experience to the player, when compared to its absence. However, a strong correlation between eye tracker calibration problems and player’s overall experience was found. This means that eye tracking technology still needs to evolve but also means that once technology gets mature enough players are expected to benefit greatly from the inclusion of eye tracking in their gaming experience.http://www.mdpi.com/2414-4088/2/2/23computer gameseye trackinggaze-oriented gameplay |
spellingShingle | João Antunes Pedro Santana A Study on the Use of Eye Tracking to Adapt Gameplay and Procedural Content Generation in First-Person Shooter Games Multimodal Technologies and Interaction computer games eye tracking gaze-oriented gameplay |
title | A Study on the Use of Eye Tracking to Adapt Gameplay and Procedural Content Generation in First-Person Shooter Games |
title_full | A Study on the Use of Eye Tracking to Adapt Gameplay and Procedural Content Generation in First-Person Shooter Games |
title_fullStr | A Study on the Use of Eye Tracking to Adapt Gameplay and Procedural Content Generation in First-Person Shooter Games |
title_full_unstemmed | A Study on the Use of Eye Tracking to Adapt Gameplay and Procedural Content Generation in First-Person Shooter Games |
title_short | A Study on the Use of Eye Tracking to Adapt Gameplay and Procedural Content Generation in First-Person Shooter Games |
title_sort | study on the use of eye tracking to adapt gameplay and procedural content generation in first person shooter games |
topic | computer games eye tracking gaze-oriented gameplay |
url | http://www.mdpi.com/2414-4088/2/2/23 |
work_keys_str_mv | AT joaoantunes astudyontheuseofeyetrackingtoadaptgameplayandproceduralcontentgenerationinfirstpersonshootergames AT pedrosantana astudyontheuseofeyetrackingtoadaptgameplayandproceduralcontentgenerationinfirstpersonshootergames AT joaoantunes studyontheuseofeyetrackingtoadaptgameplayandproceduralcontentgenerationinfirstpersonshootergames AT pedrosantana studyontheuseofeyetrackingtoadaptgameplayandproceduralcontentgenerationinfirstpersonshootergames |