TY - GEN
T1 - Whom are you looking for? the effects of different player representation relations on the presence in gaze-based games
AU - Lankes, Michael
AU - Mirlacher, Thomas
AU - Wagner, Stefan
AU - Hochleitner, Wolfgang
N1 - Publisher Copyright:
© 2014 ACM.
PY - 2014/10/19
Y1 - 2014/10/19
N2 - In this paper, we investigate the influence of different loci of manipulation relations (position of the player's ability to assert control) on presence. Novel game input devices (such as Microsoft Kinect or PlayStation Move) contribute to presence, and allow a broad range of game interactions, such as using facial expressions, gaze or head movement. This increase of complexity has led to some interesting design challenges: in a typical game design the setup of the locus of manipulation is quite simple as there is only one. For instance, the player uses a gamepad to move a game character through an obstacle course. However, design decisions get more complicated, when a game design includes more than just one input device and a second locus of manipulation. Does the relation of the two loci of manipulation have an impact on the perceived presence? To address this topic we utilized eye tracking technology, and carried out a comparative study consisting of four scenarios based on a 2D platform game. Three scenarios are controlled using an eye tracking device and a gamepad. They differ in their relation between the player character and the avatar. The 4th scenario is solely controlled with the gamepad. Results revealed that the inclusion of gaze input to investigate this issue proved to be very effective. It was discovered that the relation between the loci of manipulation has a strong influence on the perceived presence and its sub-dimensions.
AB - In this paper, we investigate the influence of different loci of manipulation relations (position of the player's ability to assert control) on presence. Novel game input devices (such as Microsoft Kinect or PlayStation Move) contribute to presence, and allow a broad range of game interactions, such as using facial expressions, gaze or head movement. This increase of complexity has led to some interesting design challenges: in a typical game design the setup of the locus of manipulation is quite simple as there is only one. For instance, the player uses a gamepad to move a game character through an obstacle course. However, design decisions get more complicated, when a game design includes more than just one input device and a second locus of manipulation. Does the relation of the two loci of manipulation have an impact on the perceived presence? To address this topic we utilized eye tracking technology, and carried out a comparative study consisting of four scenarios based on a 2D platform game. Three scenarios are controlled using an eye tracking device and a gamepad. They differ in their relation between the player character and the avatar. The 4th scenario is solely controlled with the gamepad. Results revealed that the inclusion of gaze input to investigate this issue proved to be very effective. It was discovered that the relation between the loci of manipulation has a strong influence on the perceived presence and its sub-dimensions.
KW - Eye tracking
KW - Games
KW - Gaze-based interaction
KW - Locus of manipulation
KW - Presence
UR - http://www.scopus.com/inward/record.url?scp=84943328699&partnerID=8YFLogxK
U2 - 10.1145/2658537.2658698
DO - 10.1145/2658537.2658698
M3 - Conference contribution
T3 - CHI PLAY 2014 - Proceedings of the 2014 Annual Symposium on Computer-Human Interaction in Play
SP - 171
EP - 179
BT - CHI PLAY 2014 - Proceedings of the 2014 Annual Symposium on Computer-Human Interaction in Play
PB - Association for Computing Machinery, Inc
T2 - 1st ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2014
Y2 - 19 October 2014 through 21 October 2014
ER -