Playability and player experience research

L Nacke, A Drachen, K Kuikkaniemi… - Proceedings of digra …, 2009 - diva-portal.org
As the game industry matures and games become more and more complex, there is an
increasing need to develop scientific methodologies for analyzing and measuring player …

The use of gaze to control drones

JP Hansen, A Alapetite, IS MacKenzie… - Proceedings of the …, 2014 - dl.acm.org
This paper presents an experimental investigation of gaze-based control modes for
unmanned aerial vehicles (UAVs or" drones"). Ten participants performed a simple flying …

The emergence of eyeplay: a survey of eye interaction in games

E Velloso, M Carter - Proceedings of the 2016 annual symposium on …, 2016 - dl.acm.org
As eye trackers become cheaper, smaller, more robust, and more available, they finally
leave research labs and enter the home environment. In this context, gaming arises as a …

Assessing visual attention using eye tracking sensors in intelligent cognitive therapies based on serious games

M Frutos-Pascual, B Garcia-Zapirain - Sensors, 2015 - mdpi.com
This study examines the use of eye tracking sensors as a means to identify children's
behavior in attention-enhancement therapies. For this purpose, a set of data collected from …

Eyesthetics: Making sense of the aesthetics of playing with gaze

A Ramirez Gomez, M Lankes - Proceedings of the ACM on Human …, 2021 - dl.acm.org
Gaze interaction has been growing fast as a compelling tool for control and immersion for
gameplay. Here, we present a conceptual framework focusing on the aesthetic player …

Reception of game subtitles: an empirical study

C Mangiron - The Translator, 2016 - Taylor & Francis
Subtitling practices in game localisation remain, to date, largely unexplored, and the existing
standards as widely applied to subtitling for TV, DVD and cinema have not been adopted by …

Impacts of forced serious game play on vulnerable subgroups

C Heeter, YH Lee, B Magerko… - International Journal of …, 2011 - igi-global.com
Three vulnerable subgroups of players (non-gamers, resistant players, and females) were
studied to understand how each approaches and plays serious games. The authors explore …

Validation of EGameFlow: A self-report scale for measuring user experience in video game play

C Shu-Hui, W Wann-Yih, J Dennison - Computers in Entertainment (CIE), 2018 - dl.acm.org
The development of a relevant model for measuring user enjoyment of video game play has
received a great deal of attention in game-based and flow-based literature. EGameFlow, a …

Gaze-based onlooker integration: exploring the in-between of active player and passive spectator in co-located gaming

B Maurer, I Aslan, M Wuchse, K Neureiter… - Proceedings of the …, 2015 - dl.acm.org
In co-located gaming, a player is often watched by another person who has no direct
interaction with the game. For such a potential onlooker, the game setting is mainly …

Supervision: playing with gaze aversion and peripheral vision

A Ramirez Gomez, H Gellersen - … of the 2019 CHI Conference on Human …, 2019 - dl.acm.org
In this work, we challenge the Gaze interaction paradigm" What you see is what you get" to
introduce" playing with peripheral vision". We developed the conceptual framework to …