2011
DOI: 10.1007/978-3-642-25200-6_7
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Eye Tracking in Educational Games Environment: Evaluating User Interface Design through Eye Tracking Patterns

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Cited by 24 publications
(7 citation statements)
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“…No participant fell into the group of non-gamer/ non-horror fan (n = 0). The target sample size was guided by prior research, with an aim of 6-12 participants per group, allowing for a total of 24-48 (Smith & Graham, 2006;Mat Zain et al, 2011). However, due to the exploratory nature of the study, the target sample was deemed tentative.…”
Section: Methods Participantsmentioning
confidence: 99%
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“…No participant fell into the group of non-gamer/ non-horror fan (n = 0). The target sample size was guided by prior research, with an aim of 6-12 participants per group, allowing for a total of 24-48 (Smith & Graham, 2006;Mat Zain et al, 2011). However, due to the exploratory nature of the study, the target sample was deemed tentative.…”
Section: Methods Participantsmentioning
confidence: 99%
“…Additionally, research has inspired suggestions for the future, proclaiming that gaze behaviour can be beneficial in studying gamer's behaviour (Kepplinger et al, 2020) as well as designing educational games and interfaces (Mat Zain et al, 2011), and finally as an input device in games, allowing increased immersion (Smith & Graham, 2006;Antunes & Santana, 2018), such as in horror-games, utilising fear-revealing flickering eye movements (Jönsson, 2005). C While tentative theories can be formulated in relation to gaze behaviour in horror gamers, such as effectiveness of vision use or possible improvements in visual capabilities when immersed in shadowed environments, there is a shortfall of research in this area (to the best of the researcher's knowledge).…”
Section: Gaze Behaviourmentioning
confidence: 99%
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“…This is particularly important for educational use and the resultant usability of software/hardware interfaces. In the study presented in (Mat Zain, Abdul Razak et al 2011) the user's eye is studied using a heat map and gaze plot to help better design an interface for educational games. The study is conducted using a Tobii T60 remote eye tracker and the ManGold software to analyse gaze behaviour during the user's interaction with an educational game.…”
Section: Related Workmentioning
confidence: 99%
“…Despite the exponential growth of the esports industry and advertising-related revenues, most of the eye-tracking studies conducted in gaming contexts focused on game-based learning [ 33 , 34 ], game design [ 35 , 36 ], and the understanding of in-game engagement [ 37 ], leaving the mechanisms that play an important role in conveying the users’ attention toward IGAs essentially unexplored [ 30 ].…”
Section: Introductionmentioning
confidence: 99%