gEYEded: Subtle and Challenging Gaze-Based Player Guidance in Exploration Games
Abstract
:1. Introduction
- Introducing gaze-based player guidance in exploration games
- Investigation of gaze-based guidance in comparison to a crosshair-variant in exploration games
2. Related Work
2.1. Subtle Gaze Direction
2.2. Overt Gaze Direction
2.3. Gaze Direction in Games
3. Our Approach
3.1. Game Prototype
4. Comparative Study
4.1. Conditions
- the distance between the player’s avatar and the gaze-sensitive area (i.e., the effect only kicks in, when the player is in close distance to the object—in our case: 2 m in Unity)
- the distance between the gaze position and the coin in screen space within a gaze-sensitive area (i.e., the closer the gaze position is in relation to a coin, the stronger the effect—in the game prototype, a gradual intensity transition was implemented: 1/2 screen width distance between gaze and coin: 0% effect strength; 0 distance: 100% effect strength)
4.2. Technical Setup
4.3. Hypotheses
4.4. Participants and Procedure
4.5. Measures
- Emotional involvement (EmIn): “To what extent did you feel that the game was something fun you were experiencing, rather than something you were just doing?” (rated on a seven-point Likert scale ranging from “not at all” to “very much so”).
- Challenge (Chal): “To what extent did you find the game challenging?” (rated on a seven-point Likert scale ranging from “not at all” to “very difficult”).
4.6. Data Analysis
5. Results
5.1. Analysis of Quantitative Data
5.1.1. H1: Game Experience
5.1.2. H2: Game Performance
5.1.3. H3: Game Difficulty
5.2. Analysis of Qualitative Data
5.2.1. Gaze as a Special Skill
5.2.2. Challenge and Novelty
5.2.3. The Meaning and Use of Gaze
6. Discussion
6.1. Game Experience
6.2. Game Performance
6.3. Game Challenge
6.4. General Applicability
6.5. Limitations
7. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
Abbreviations
MDPI | Multidisciplinary Digital Publishing Institute |
Crosshair Guidance | CrossG |
Gaze guidance | GazeG |
No Guidance | NoG |
Overt Gaze Direction | OGD |
Subtle Gaze Direction | SGD |
Virtual reality | VR |
Augmented reality | AR |
Playful Interactive Environments | PIE |
Immersive Experience Questionnaire | IEQ |
Cognitive involvement | Coin |
Emotional involvement | EmIn |
Control | Cont |
Challenge | Chal |
Total immersion | Toim |
Repeated-measures analysis of variance | rANOVA |
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GazeG | CrossG | NoG | p | |||
---|---|---|---|---|---|---|
IEQ: Control | 5.15 (0.50) | 4.57 (0.78) | 4.88 (0.63) | 6.96 | 0.00 | 0.31 |
IEQ: Emotional Involvement | 4.08 (0.73) | 3.51 (0.79) | 3.56 (0.99) | 16.11 | 0.00 | 0.41 |
IEQ: Total Immersion | 7.42 (1.28) | 6.46 (1.56) | 6.25 (1.94) | 4.78 | 0.01 | 0.27 |
Metric: Coins collected | 6.79 (1.50) | 5.88 (1.78) | 4.25 (1.39) | 26.46 | 0.00 | 0.54 |
IEQ: Challenge | 5.01 (0.52) | 5.06 (0.66) | 5.49 (0.63) | 9.00 | 0.00 | 0.28 |
Genre & Game Example | Gaze-Based Guidance Function & Gameplay Example |
---|---|
Action Games: Super Mario World [77] | Power-Ups & Strategies indicator: Via gaze players could be made aware of strategies to overcome obstacles (e.g., an indication of the enemies’ weak spots) and of the location of power-ups (e.g., mushrooms, fire flowers) that are hidden in a level area. |
Strategy Games: Warcraft III: Reign of Chaos [78] | Fog of war add-on: Although players cannot directly see through the fog of war, they could be informed about the enemy movement in a particular area through a gaze-based vignetting effect (without revealing the exact position and the type of units), enabling them to develop a counter-strategy. |
Role-Playing Games: Witcher 3: Wild Hunt [79] | Extended witcher senses: In the game the player has sharpened senses (i.e., the Witcher senses—visual highlighting) that help him/her to identify relevant game objects to solve a quest; the integration of gaze could offer a more challenging and more rewarding experience by only indicating the objects’ location. |
Sports Games: FIFA 2019 [80] | Team coordinator: In soccer, players could be guided via gaze to look at one of the members that want to interact with them (e.g., pass the ball), which would have a beneficial effect on the team coordination. |
Vehicle Sims: MS Flight Simulator [81] | Advanced cockpit tutorial: In a tutorial for players with intermediate skills (e.g., start plane engines and take off), players could be guided to relevant areas of the cockpit to solve the assignment (without revealing the exact location). |
Management Sims: Sim City 2000 [82] | Silent counsel: Players could be made aware of positive (e.g., increase of population), negative situations (e.g., fire), and strategies (e.g., lower taxes) by not directly pointing, but just by guiding them and indicating that something relevant is happening or could be done in a segment of the city. This would give players the possibility to develop their interpretations of the given situation. |
Adventure Games: Assassins Creed: Origins [12] | Gaze-based waypoint beacons: Instead of using markers in the map to get to the next quest, players could be guided using a gaze-based waypoint system. When a player looks at the direction (sensitive gaze area) a waypoint is located, he/she gets feedback via a vignetting effect (similar to Lost & Found). The closer he/she gets to the waypoint, the stronger the feedback. |
Puzzle Games: Broken Sword [83] | Hint system for puzzle-solving: In point and click adventures, such Broken Sword, players can turn on a hint system (3 hints per puzzle), when they are not able to solve a given challenge. This system could offer a more interesting experience by using gaze guidance to indicate, but not showing the solution (location of a puzzle object). |
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Lankes, M.; Haslinger, A.; Wolff, C. gEYEded: Subtle and Challenging Gaze-Based Player Guidance in Exploration Games. Multimodal Technol. Interact. 2019, 3, 61. https://doi.org/10.3390/mti3030061
Lankes M, Haslinger A, Wolff C. gEYEded: Subtle and Challenging Gaze-Based Player Guidance in Exploration Games. Multimodal Technologies and Interaction. 2019; 3(3):61. https://doi.org/10.3390/mti3030061
Chicago/Turabian StyleLankes, Michael, Andreas Haslinger, and Christian Wolff. 2019. "gEYEded: Subtle and Challenging Gaze-Based Player Guidance in Exploration Games" Multimodal Technologies and Interaction 3, no. 3: 61. https://doi.org/10.3390/mti3030061
APA StyleLankes, M., Haslinger, A., & Wolff, C. (2019). gEYEded: Subtle and Challenging Gaze-Based Player Guidance in Exploration Games. Multimodal Technologies and Interaction, 3(3), 61. https://doi.org/10.3390/mti3030061