Guiding Game Design Decisions via Eye-Tracking: An Indie Game Case Study

Borna Fatehi, C. Harteveld, Christoffer Holmgård
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Abstract

Increasingly, videogame designers harness game usability techniques to inform design decisions and reduce costs, but advanced techniques are not commonplace yet—perhaps due to failing to see their benefits or a lack of expertise and facilities. In this paper, we present a case study that demonstrates the value of using eye-tracking to help guide the design process of a narrative game by an independent game studio. The designers of this studio had defined four options of how text should be presented to players (Horizontal, Vertical, Subtitle, and Messenger), and were deadlocked on what to choose. As part of a collaboration with a university, a within-subjects eye-tracking study was conducted with 15 participants to evaluate the options. Combining the eye-tracking data with stated user preferences, designers reached a consensus that the game in question benefits from strategies derived from messenger on smart-phone interaction design—later confirmed with statistical analysis of fixation transition on elements of interest on screen. The use of eye-tracking broke the deadlock and helped inform a final design decision, as demonstrated by a decision making impact analysis that describes the design process. The paper ends with a reflection on the applicability of this academia-industry model to other contexts.
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通过眼球追踪引导游戏设计决策:独立游戏案例研究
电子游戏设计师越来越多地利用游戏可用性技术来指导设计决策和降低成本,但先进的技术还不常见——可能是因为没有看到它们的好处,或者缺乏专业知识和设施。在本文中,我们将呈现一个案例研究,证明使用眼球追踪来帮助指导独立游戏工作室的叙事游戏设计过程的价值。该工作室的设计师定义了四种文本呈现方式(水平、垂直、字幕和信使),但在选择上陷入僵局。作为与一所大学合作的一部分,研究人员对15名参与者进行了一项主题内的眼球追踪研究,以评估这些选择。将眼球追踪数据与用户偏好相结合,设计师们达成了一个共识,即所讨论的游戏受益于智能手机交互设计上的信使策略——后来通过对屏幕上感兴趣元素的注视转换的统计分析得到了证实。眼动追踪的使用打破了僵局,并帮助我们做出最终的设计决策,正如描述设计过程的决策影响分析所展示的那样。最后,本文对这一学术-产业模式在其他情境下的适用性进行了反思。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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