Gaze input in the context of games proves to be an interesting and challenging field. One research area is the integration of gaze interaction into the game interface (diegetic/virtual approach) and its effects on players. In order to address this issue we conducted an experimental study consisting of two game prototypes with two variants (2D platformer/3D exploration game) focusing on presence. Results show that the game genre has a strong influence on the perceived spatial presence. The type of interface (diegetic/virtual - the players' current gaze position) plays only a minor role. However, some effects can be identified: although an explicit gaze visualization may have a negative impact, the visualization is ignored by the subjects after some playtime. Furthermore, players interpret the interface sot that it matches their perceiption of the game world.
|Publikationsstatus||Veröffentlicht - 2015|
|Veranstaltung||DiGRA 2015 - Lüneburg, Deutschland|
Dauer: 14 Mai 2015 → 17 Mai 2015
|Zeitraum||14.05.2015 → 17.05.2015|