Effects of a Gaze-Based 2D Platform Game on User Enjoyment, Perceived Competence, and Digital Eye Strain

Publication date

2024-05

Authors

Colley, Mark
Wanner, Beate
Rädler, Max
Rötzer, Marcel
Frommel, JulianORCID 0000-0001-8783-7783ISNI 000000051252719X
Hirzle, Teresa
Jansen, Pascal W. T. C.ISNI 0000000493227801
Rukzio, Enrico

Editors

Advisors

Supervisors

Document Type

Part of book
Open Access logo

License

cc_by

Abstract

Gaze interaction is a promising interaction method to increase variety, challenge, and fun in games.We present “Shed Some Fear”, a 2D platform game including numerous eye-gaze-based interactions. “Shed Some Fear” includes control with eye-gaze and traditional keyboard input. The eye-gaze interactions are partially based on eye exercises reducing digital eye strain but also on employing peripheral vision. By employing eye-gaze as a necessary input mechanism, we explore the effects on and tradeoffs between user enjoyment and digital eye strain in a five-day longitudinal between-subject study (N=17) compared to interaction with a traditional mouse. We found that perceived competence was significantly higher with eye gaze interaction and significantly higher internal eye strain. With this work, we contribute to the not straightforward inclusion of eye tracking as a useful and fun input method for games.

Keywords

2D platform, digital eye strain, eye-gaze, gamification

Citation

Colley, M, Wanner, B, Rädler, M, Rötzer, M, Frommel, J, Hirzle, T, Jansen, P & Rukzio, E 2024, Effects of a Gaze-Based 2D Platform Game on User Enjoyment, Perceived Competence, and Digital Eye Strain. in CHI 2024 - Proceedings of the 2024 CHI Conference on Human Factors in Computing Sytems., 369, Conference on Human Factors in Computing Systems - Proceedings, Association for Computing Machinery, New York, NY, USA. https://doi.org/10.1145/3613904.3641909