2016
DOI: 10.1016/j.entcom.2015.12.001
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Video game scenery analysis with eye tracking

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Cited by 19 publications
(9 citation statements)
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“…Moreover, similar results were found by Veloso et al (2017), who presented a game-based psychotherapy model where they uncovered that players willingly express their beliefs, thoughts and expressions based on external stimulus. A pleasant sensory experience may lead to feelings of joy and greater engagement in play, which results in an intent to continue playing MOBA games for a prolonged period (Csikszentmihalyi and Csikszentmihalyi, 1992; Almeida et al , 2016).…”
Section: Discussionmentioning
confidence: 99%
“…Moreover, similar results were found by Veloso et al (2017), who presented a game-based psychotherapy model where they uncovered that players willingly express their beliefs, thoughts and expressions based on external stimulus. A pleasant sensory experience may lead to feelings of joy and greater engagement in play, which results in an intent to continue playing MOBA games for a prolonged period (Csikszentmihalyi and Csikszentmihalyi, 1992; Almeida et al , 2016).…”
Section: Discussionmentioning
confidence: 99%
“…Eye-tracking technology has been widely used in marketing, web design, and brand packaging, and has gradually been applied to improve the interactive experience of games in recent years [21]. For example, the shortcomings of game level design can be found according to the player's gaze hotspot map, and the player's eye movement track is also used to identify the invalid operation in the game [22,23].Peoples' visual information processing mechanism can be divided into top-down and bottom-up [24,25]. Top-down visual attention allocation is usually accompanied by a purpose or task, which is an intrinsic purpose that drives people to selectively pay attention [26].…”
mentioning
confidence: 99%
“…Eye-tracking technology has been widely used in marketing, web design, and brand packaging, and has gradually been applied to improve the interactive experience of games in recent years [21]. For example, the shortcomings of game level design can be found according to the player's gaze hotspot map, and the player's eye movement track is also used to identify the invalid operation in the game [22,23].…”
mentioning
confidence: 99%
“…Recent findings on a video game conducted by the researchers of the University of Aveiro, Portugal highlight the same problem (Almeida et al, 2016). In one of our previous studies, we tested a Digital Human Modelling (DHM) software application, and we encountered the same problem: the data of the aggregated heatmaps and gaze plots were not interpretable .…”
Section: Introductionmentioning
confidence: 89%