ABSTRACT
In this paper, we use the Tracer Method to examine a complex and team-oriented, first-person shooter game to determine how the output can better inform Esports training. The Tracer Method combines eye tracking with Critical Decision Method to focus the analyses on the critical aspects of gameplay, while providing insight into the most frequent visual search transitions across game areas of interest. We examined the differences across three in-game roles and three decision types (strategic, operational, and tactical) using network centrality diagrams and entropy measures. No differences in overall stationary entropy were found for either role or decision type. However, each game role and decision type produced a different network centrality diagram, indicating different visual search transitions, which could support training of Esport players.
- Serkan Alkan and Kursat Cagiltay. 2007. Studying computer game learning experience through eye tracking. British Journal of Educational Technology 38, 3 (2007), 538–542. https://doi.org/10.1111/j.1467-8535.2007.00721.x arXiv:https://bera-journals.onlinelibrary.wiley.com/doi/pdf/10.1111/j.1467-8535.2007.00721.xGoogle ScholarCross Ref
- Blizzard 2016. Overwatch. [Video Game].Google Scholar
- Stephanie Brams, Gal Ziv, Oron Levin, Jochim Spitz, Johan Wagemans, Mark Williams, and Werner F. Helsen. 2019. The relationship between gaze behavior, expertise, and performance: A systematic review. Psychological Bulletin 145, 10 (2019), 980–1027.Google ScholarCross Ref
- Michael Burch and Kuno Kurzhals. 2020. Visual Analysis of Eye Movements During Game Play. In ACM Symposium on Eye Tracking Research and Applications (Stuttgart, Germany) (ETRA ’20 Short Papers). Association for Computing Machinery, New York, NY, USA, Article 59, 5 pages. https://doi.org/10.1145/3379156.3391839 Google ScholarDigital Library
- Lynne Cooke. 2010. Assessing Concurrent Think-Aloud Protocol as a Usability Test Method: A Technical Communication Approach. IEEE Transactions on Professional Communication 53, 3(2010), 202–215. https://doi.org/10.1109/TPC.2010.2052859Google ScholarCross Ref
- Beth Crandall, Gary Klein, and Robert R. Hoffman. 2006. Working minds: A practitioner’s guide to cognitive task analysis.MIT Press.Google Scholar
- Andrew T. Duchowski. 2017. Eye tracking methodology: Theory and practice.Springer. Google ScholarDigital Library
- Magy Seif El-Nasr and Su Yan. 2006. Visual Attention in 3D Video Games. In Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology (Hollywood, California, USA) (ACE ’06). Association for Computing Machinery, New York, NY, USA, 22–es. https://doi.org/10.1145/1178823.1178849 Google ScholarDigital Library
- Sanne Elling, Leo Lentz, and Menno de Jong. 2011. Retrospective Think-Aloud Method: Using Eye Movements as an Extra Cue for Participants’ Verbalizations. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Vancouver, BC, Canada) (CHI ’11). Association for Computing Machinery, New York, NY, USA, 1161–1170. https://doi.org/10.1145/1978942.1979116 Google ScholarDigital Library
- Sanne Elling, Leo Lentz, and Menno de Jong. 2012. Combining Concurrent Think-Aloud Protocols and Eye-Tracking Observations: An Analysis of Verbalizations and Silences. IEEE Transactions on Professional Communication 55, 3(2012), 206–220. https://doi.org/10.1109/TPC.2012.2206190Google ScholarCross Ref
- Daniel Himmelstein, Yitong Liu, and Jamie L. Shapiro. 2017. An Exploration of Mental Skills Among Competitive League of Legend Players. Int. J. Gaming Comput. Mediat. Simul. 9, 2 (April 2017), 1–21. https://doi.org/10.4018/IJGCMS.2017040101 Google ScholarDigital Library
- Robert J.K. Jacob and Keith S. Karn. 2003. Commentary on Section 4 - Eye Tracking in Human-Computer Interaction and Usability Research: Ready to Deliver the Promises. In The Mind’s Eye, J. Hyönä, R. Radach, and H. Deubel (Eds.). North-Holland, Amsterdam, 573–605. https://doi.org/10.1016/B978-044451020-4/50031-1Google Scholar
- Francisco Lopez Luro and Veronica Sundstedt. 2019. A Comparative Study of Eye Tracking and Hand Controller for Aiming Tasks in Virtual Reality. In Proceedings of the 11th ACM Symposium on Eye Tracking Research & Applications (Denver, Colorado) (ETRA ’19). Association for Computing Machinery, New York, NY, USA, Article 68, 9 pages. https://doi.org/10.1145/3317956.3318153 Google ScholarDigital Library
- Gwen Mullinix, Oliver Gray, Juan Colado, Elizabeth S. Veinott, James Leonard, Elizabeth L. Papautsky, Chris Argenta, Marcia Clover, Steven Sickles, Edward Castronova, Peter M. Todd, Travis Ross, Jared Lorince, Jared Hoteling, Sharon Mayell, Chris Hale, Elizabeth Whitaker, Robert R. Hoffman, Olivia Fox, and John Flach. 2013. Heuristica: Designing a serious game for improving decision making. In 2013 IEEE International Games Innovation Conference (IGIC). 250–255. https://doi.org/10.1109/IGIC.2013.6659159Google ScholarCross Ref
- Esdras Paravizo and Renato Rodrigues Luvizoto de Souza. 2019. Playing for Real: An Exploratory Analysis of Professional Esports Athletes’ Work. In Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018), Sebastiano Bagnara, Riccardo Tartaglia, Sara Albolino, Thomas Alexander, and Yushi Fujita(Eds.). Springer International Publishing, Cham, 507–515.Google ScholarCross Ref
- Mathew Pluss, Kyle JM Bennett, Andrew R. Novak, Derek Panchuk, Aaron Coutts, and Job Fransen. 2019. Esports: the chess of the 21st century. Frontiers in Psychology 10, 156 (2019).Google Scholar
- Alex Poole and Linden J. Ball. 2006. Eye Tracking in HCI and Usability Research. In Encyclopedia of Human Computer Interaction, Claude Ghaoui (Ed.). IGI Global, 211–219. https://doi.org/10.4018/978-1-59140-562-7.ch034Google Scholar
- Daniel Railsback and Nicholas Caporusso. 2019. Investigating the Human Factors in eSports Performance. In Advances in Human Factors in Wearable Technologies and Game Design, Tareq Z. Ahram (Ed.). Springer International Publishing, Cham, 325–334.Google Scholar
- Tony Renshaw, Richard Stevens, and Paul D. Denton. 2009. Towards understanding engagement in games: An eye-tracking study. On the Horizon 17, 4 (2009), 408–420.Google ScholarCross Ref
- Detlef Rhenius and Gerhard Deffner. 1990. Evaluation of Concurrent Thinking Aloud Using Eye-tracking Data. Proceedings of the Human Factors Society Annual Meeting 34, 17(1990), 1265–1269. https://doi.org/10.1177/154193129003401719Google ScholarCross Ref
- Kaitlyn M. Roose and Elizabeth S. Veinott. 2020. Leveling Up: Using the Tracer Method to Address Training Needs for Esports Players. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, 1(2020), 1780–1784. https://doi.org/10.1177/1071181320641430Google Scholar
- Kaitlyn M. Roose, Elizabeth S. Veinott, and Shane T. Mueller. 2018. The Tracer Method: The Dynamic Duo Combining Cognitive Task Analysis and Eye Tracking. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (Melbourne, VIC, Australia) (CHI PLAY ’18 Extended Abstracts). Association for Computing Machinery, New York, NY, USA, 585–593. https://doi.org/10.1145/3270316.3271522 Google ScholarDigital Library
- J. David Smith and T. C. Nicholas Graham. 2006. Use of Eye Movements for Video Game Control. In Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology (Hollywood, California, USA) (ACE ’06). Association for Computing Machinery, New York, NY, USA, 20–es. https://doi.org/10.1145/1178823.1178847 Google ScholarDigital Library
- Diane H Sonnenwald and Linda G Pierce. 2000. Information behavior in dynamic group work contexts: interwoven situational awareness, dense social networks and contested collaboration in command and control. Information Processing & Management 36, 3 (2000), 461–479. https://doi.org/10.1016/S0306-4573(99)00039-4 Google ScholarDigital Library
- Elizabeth S. Veinott and Cheryl Irwin. 1993. Analysis of communication in the standard versus automated aircraft. In Proceedings of the Seventh International Symposium on Aviation Psychology. Ohio State University Press, 584–588.Google Scholar
- Sarah A. Vitak, John E. Ingram, Andrew T. Duchowski, Steven Ellis, and Anand K. Gramopadhye. 2012. Gaze-Augmented Think-Aloud as an Aid to Learning. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Austin, Texas, USA) (CHI ’12). Association for Computing Machinery, New York, NY, USA, 2991–3000. https://doi.org/10.1145/2207676.2208710 Google ScholarDigital Library
- Elizabeth Whitaker, Ethan Trewhitt, and Elizabeth S. Veinott. 2019. Intelligent Tutoring Design Alternatives in a Serious Game. In Adaptive Instructional Systems. Springer International Publishing, 151–165. https://doi.org/10.1007/978-3-030-22341-0_13Google Scholar
- Carol E. Zsambok and Gary Klein (Eds.). 2014. Naturalistic decision making (2nd Ed). Psychology Press.Google Scholar
Index Terms
- Understanding Game Roles and Strategy Using a Mixed Methods Approach
Recommendations
Energy-Efficient ECG Signal Compression for User Data Input in Cyber-Physical Systems by Leveraging Empirical Mode Decomposition
Special Issue on Human-Interaction-Aware Data Analytics for CPSHuman physiological data are naturalistic and objective user data inputs for a great number of cyber-physical systems (CPS). Electrocardiogram (ECG) as a widely used physiological golden indicator for certain human state and disease diagnosis is often ...
Adding unit test experience to a usability centered project course
SIGCSE '14: Proceedings of the 45th ACM technical symposium on Computer science educationThis HCI course incorporated unit testing as a quality improvement initiative with an Experiential Learning Model. The focus of the research was on observation and conceptualization---students should be able to associate the benefits of usability and ...
Comments