Gaze-controlled gaming: immersive and difficult but not cognitively overloading

Krzysztof Krejtz , Cezary Marcin Biele , Dominik Chrząstowski , Agata Kopacz , A. Niedzielska , Piotr Toczyski , Andrew T. Duchowski


A user study is described focusing on the cognitive and usability consequences of cueing visual attention in gaze-controlled gaming. Results show that such cueing influences performance and affects the subjective gaming experience. Accordingly, visual cues make the experience less enjoyable and less immersive. Interestingly, gaze-controlled gaming appears not to require additional cognitive effort. Taking into account previous findings, results suggest that applicability of overt cuing may depend on the game type. Our study shows the potential for optimization of interaction of gaze-controlled arcade games with visual cueing.
Author Krzysztof Krejtz
Krzysztof Krejtz,,
, Cezary Marcin Biele (Wydział Psychologii)
Cezary Marcin Biele,,
- Wydział Psychologii
, Dominik Chrząstowski
Dominik Chrząstowski,,
, Agata Kopacz
Agata Kopacz,,
, A. Niedzielska
A. Niedzielska,,
, Piotr Toczyski
Piotr Toczyski,,
, Andrew T. Duchowski
Andrew T. Duchowski,,
Journal seriesProceedings of the 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing: Adjunct Publication (UbiComp ', (0 pkt)
Issue year2014
Publication size in sheets0.5
Keywords in Englishgaze-controlled gaming, visual attention cueing, cognitive processes interference, gaming experience, cognitive load
Languageen angielski
p1123-krejtz.pdf of 14-09-2015
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