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MEDUSA - A View-Tracking Pong Game

Published:19 April 2023Publication History

ABSTRACT

Abstract: The purpose of this study was to develop a prototype game mechanic that limits the player’s sense of sight and to investigate how quickly players adapt to this mechanic as well as the effects of the mechanic on player competitiveness. We seek to incentivise players to track the current game-state as a mental image rather than getting visual input consistently. This could lead to them experiencing the game more intensely. In this study, a group of participants played a modified version of the classic game ’Pong’ on a touchscreen device while the game visually tracked the openness of their eyes. While this paper only represents a preliminary proof-of-concept and no full-scale study, initial results show meaningful differences in player action - acclimatisation and strategic adaption are clearly visible, even in very small datasets.

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References

  1. Samuel Almeida, Ana Veloso, Licinio Roque, and Oscar Mealha. 2011. The Eyes and Games: A Survey of Visual Attention and Eye Tracking Input in Video Games.Google ScholarGoogle Scholar
  2. Nicola Döring, Jürgen Bortz, and Sandra Poeschl-Guenther. 2016..Google ScholarGoogle Scholar
  3. Magy Seif El-Nasr and Su Yan. 2006. Visual Attention in 3D Video Games(ACE ’06). Association for Computing Machinery, New York, NY, USA, 22–es.Google ScholarGoogle Scholar
  4. Gianluca Guglielmo, Paris Mavromoustakos Blom, Michal Klincewicz, Elisabeth Huis in ’t Veld, and Pieter Spronck. 2022. Blink To Win: Blink Patterns of Video Game Players Are Connected to Expertise(FDG ’22). Association for Computing Machinery, New York, NY, USA, Article 12, 7 pages.Google ScholarGoogle Scholar
  5. Li Jie and James J. Clark. 2008. Video Game Design Using an Eye-Movement-Dependent Model of Visual Attention. ACM Trans. Multimedia Comput. Commun. Appl. 4, 3, Article 22 (sep 2008), 16 pages.Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Penelope Sweetser and Peta Wyeth. 2005. GameFlow: A Model for Evaluating Player Enjoyment in Games. Computers in Entertainment 3 (07 2005), 3.Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Shuo Wang, Xiaocao Xiong, Yan Xu, Chao Wang, Weiwei Zhang, Xiaofeng Dai, and Dongmei Zhang. 2006. Face-Tracking as an Augmented Input in Video Games: Enhancing Presence, Role-Playing and Control. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Montreal, Quebec, Canada) (CHI ’06). Association for Computing Machinery, New York, NY, USA, 1097–1106.Google ScholarGoogle ScholarDigital LibraryDigital Library

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    • Published in

      cover image ACM Conferences
      CHI EA '23: Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems
      April 2023
      3914 pages
      ISBN:9781450394222
      DOI:10.1145/3544549

      Copyright © 2023 Owner/Author

      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      New York, NY, United States

      Publication History

      • Published: 19 April 2023

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      Overall Acceptance Rate6,164of23,696submissions,26%

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