Show/Hide Menu
Hide/Show Apps
Logout
Türkçe
Türkçe
Search
Search
Login
Login
OpenMETU
OpenMETU
About
About
Open Science Policy
Open Science Policy
Open Access Guideline
Open Access Guideline
Postgraduate Thesis Guideline
Postgraduate Thesis Guideline
Communities & Collections
Communities & Collections
Help
Help
Frequently Asked Questions
Frequently Asked Questions
Guides
Guides
Thesis submission
Thesis submission
MS without thesis term project submission
MS without thesis term project submission
Publication submission with DOI
Publication submission with DOI
Publication submission
Publication submission
Supporting Information
Supporting Information
General Information
General Information
Copyright, Embargo and License
Copyright, Embargo and License
Contact us
Contact us
User performance and engagement in multi-user gaming Environments: An experimental investigation through the group eye tracking (GET) paradigm
Date
2024-09-01
Author
Acartürk, Cengiz
Fal, Mehmetcan
Perit Çakır, Murat
Metadata
Show full item record
This work is licensed under a
Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License
.
Item Usage Stats
85
views
0
downloads
Cite This
This study explores user performance and engagement in a multi-user gaming environment, using the Group Eye Tracking (GET) paradigm. Through a balloon-popping task, we investigate the interplay between individual and collective gaze behaviors under various social scenarios and gaze cue availabilities. Participants engaged in the game individually, collaboratively, and competitively, with or without access to peers’ gaze cues. Our findings show that reaction times vary significantly depending on the social context and the availability of gaze cues. Playing in groups generally increased engagement, flow, and positive experiences but also introduced more challenges and negative emotions, especially due to the competitive and coordination demands of group play. Introducing gaze cues notably affected the players by enhancing their immersion and skill perception while evoking mixed emotional reactions. Gaze reaction times systematically increased in group scenarios with gaze cues, underscoring the attentional dichotomy between target and gaze cue stimuli. We contrast these results with existing theories on joint action, providing insights into the complex social and perceptual dynamics in gaming. This study demonstrates how multi-user eye tracking can offer new possibilities in gaming, broadening our understanding of joint actions and presenting potential to enhance interactions in digital environments.
Subject Keywords
Gaze cueing
,
Group eye tracking
,
Joint action
,
Multi-user gaming
,
User performance
URI
https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85193618427&origin=inward
https://hdl.handle.net/11511/109963
Journal
Entertainment Computing
DOI
https://doi.org/10.1016/j.entcom.2024.100714
Collections
Graduate School of Informatics, Article
Citation Formats
IEEE
ACM
APA
CHICAGO
MLA
BibTeX
C. Acartürk, M. Fal, and M. Perit Çakır, “User performance and engagement in multi-user gaming Environments: An experimental investigation through the group eye tracking (GET) paradigm,”
Entertainment Computing
, vol. 51, pp. 0–0, 2024, Accessed: 00, 2024. [Online]. Available: https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85193618427&origin=inward.