Eyesthetics

Author:

Ramirez Gomez Argenis1,Lankes Michael2

Affiliation:

1. Cardiff University, Cardiff, United Kingdom

2. University of Applied Sciences Upper Austria, Hagenberg, Austria

Abstract

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 experience and the potential interpretation (meaning) players could give to playing with gaze interaction capabilities. The framework is illustrated by a survey of state of the art research-based and commercial games. We complement existing frameworks by reflecting on gaze interaction in games as the attention relationship between the player (the subject) and the game (the object) with four dimensions: Identity; Mapping; Attention; and Direction. The framework serves as a design and inquiry toolbox to analyse and communicate gaze mechanics in games, reflect on the complexity of gaze interaction, and formulate new research questions. We visualise the resulting design space, highlighting future opportunities for gaze interaction design and HCI gaze research through the framework's lens. We deem, this novel approach advocates for the design of gaze-based interactions revealing the richness of gaze input in future meaningful game experiences.

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Networks and Communications,Human-Computer Interaction,Social Sciences (miscellaneous)

Reference93 articles.

1. TrackMaze: A Comparison of Head-Tracking, Eye-Tracking, and Tilt as Input Methods for Mobile Games

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3. Erik Sutton Gustav Dahl Maxime Barnier Sandra Madsen Wojciech Matthew Reszke Arda Cevik Chris McEntee. 2015. Blink Blink Boom . Game. Erik Sutton Gustav Dahl Maxime Barnier Sandra Madsen Wojciech Matthew Reszke Arda Cevik Chris McEntee. 2015. Blink Blink Boom . Game.

4. Keyewai

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