跳出框框:反思游戏玩法中的凝视互动

Argenis Ramirez Gomez, Hans-Werner Gellersen
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引用次数: 11

摘要

游戏中的凝视互动从易用性工具变成了大众市场游戏的核心,提供了更好的控制器性能和更强的沉浸感。我们建议探索三种不同的基于注视的互动机制,以便在游戏设计领域创造新的机会。我们开发了《Twileyed》,这是一款包含三款游戏的合集,挑战了将凝视作为导航指针的“普遍”使用;选择;和目标;以一种具有挑战性的新方式来玩眼睛。我们使用游戏作为数据来反映凝视设计空间。我们让用户玩游戏来验证自己,观察他们的体验和策略。基于观察结果,我们讨论了5个主题,凝视互动的维度以及创造引人入胜且有趣的凝视游戏的潜在结果。我们在凝视游戏玩法设计中占有一席之地,同时也是EyePlay研究社区的对话发起者。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Looking Outside the Box: Reflecting on Gaze Interaction in Gameplay
Gaze interaction in games moved from being a tool for accessibility to be at the core of mass-market game franchises, offering enhanced controller performance and greater immersion. We propose to explore three different popular gaze-based interaction mechanics to create novel opportunities in the game design space. We developed Twileyed, a collection of three games that challenge the "common" use of gaze as a pointer to navigate; select; and aim; to pose a challenging new way to play with the eyes. We used the games as data to reflect on the gaze design space. We asked users to play the games to validate them, and we observed their experience and strategies. Based on the observations, we discussed through 5 themes, the dimensions of gaze interactions and the potential outcomes to create engaging and playful gaze-enabled games. We contribute a position in gaze gameplay design, but also a conversation starter to engage the EyePlay research community.
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