HCJan 4, 2018

A Study on the Use of Eye Tracking to Adapt Gameplay and Procedural Content Generation in First-Person Shooter Games

arXiv:1801.01565v229 citations
AI Analysis

This addresses the challenge of enhancing player immersion and challenge in gaming through eye tracking, but it is incremental as it builds on existing eye tracking technology in a specific domain.

This paper tackled the problem of integrating eye tracking into first-person shooter games to adapt gameplay and procedural content generation based on player attention, resulting in a more challenging and immersive experience compared to not using eye tracking, though calibration issues affected player experience.

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.

Foundations

The foundational work for this paper's niche, ranked by how specifically the neighbourhood builds on it — not by global fame.

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