Playability and player experience research
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 …
increasing need to develop scientific methodologies for analyzing and measuring player …
The use of gaze to control drones
This paper presents an experimental investigation of gaze-based control modes for
unmanned aerial vehicles (UAVs or" drones"). Ten participants performed a simple flying …
unmanned aerial vehicles (UAVs or" drones"). Ten participants performed a simple flying …
The emergence of eyeplay: a survey of eye interaction in games
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 …
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 …
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 …
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 …
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
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 …
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 …
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
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 …
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 …
introduce" playing with peripheral vision". We developed the conceptual framework to …