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Towards Designing Diegetic Gaze in Games: The Use of Gaze Roles and Metaphors

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Towards Designing Diegetic Gaze in Games: The Use of Gaze Roles and Metaphors. / Ramirez Gomez, Argenis; Lankes, Michael.
In: Multimodal Technologies and Interaction, Vol. 3, No. 4, 65, 21.09.2019.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

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Ramirez Gomez A, Lankes M. Towards Designing Diegetic Gaze in Games: The Use of Gaze Roles and Metaphors. Multimodal Technologies and Interaction. 2019 Sept 21;3(4):65. doi: 10.3390/mti3040065

Author

Ramirez Gomez, Argenis ; Lankes, Michael. / Towards Designing Diegetic Gaze in Games : The Use of Gaze Roles and Metaphors. In: Multimodal Technologies and Interaction. 2019 ; Vol. 3, No. 4.

Bibtex

@article{a76b21b2f19b48e2965faac762db60c9,
title = "Towards Designing Diegetic Gaze in Games: The Use of Gaze Roles and Metaphors",
abstract = "Gaze-based interactions have found their way into the games domain and are frequently employed as a means to support players in their activities. Instead of implementing gaze as an additional game feature via a game-centred approach, we propose a diegetic perspective by introducing gaze interaction roles and gaze metaphors. Gaze interaction roles represent ambiguous mechanics in gaze, whereas gaze metaphors serve as narrative figures that symbolise, illustrate, and are applied to the interaction dynamics. Within this work, the current literature in the field is analysed to seek examples that design around gaze mechanics and follow a diegetic approach that takes roles and metaphors into account. A list of surveyed gaze metaphors related to each gaze role is presented and described in detail. Furthermore, a case study shows the potentials of the proposed approach. Our work aims at contributing to existing frameworks, such as EyePlay, by reflecting on the ambiguous meaning of gaze in games. Through this integrative approach, players are anticipated to develop a deeper connection to the game narrative via gaze, resulting in a stronger experience concerning presence (i.e., being in the game world).",
keywords = "Gaze interaction, games, game design, play, eye-tracking, Gaze roles, Gaze metaphors",
author = "{Ramirez Gomez}, Argenis and Michael Lankes",
year = "2019",
month = sep,
day = "21",
doi = "10.3390/mti3040065",
language = "English",
volume = "3",
journal = "Multimodal Technologies and Interaction",
publisher = "Multidisciplinary Digital Publishing Institute (MDPI)",
number = "4",

}

RIS

TY - JOUR

T1 - Towards Designing Diegetic Gaze in Games

T2 - The Use of Gaze Roles and Metaphors

AU - Ramirez Gomez, Argenis

AU - Lankes, Michael

PY - 2019/9/21

Y1 - 2019/9/21

N2 - Gaze-based interactions have found their way into the games domain and are frequently employed as a means to support players in their activities. Instead of implementing gaze as an additional game feature via a game-centred approach, we propose a diegetic perspective by introducing gaze interaction roles and gaze metaphors. Gaze interaction roles represent ambiguous mechanics in gaze, whereas gaze metaphors serve as narrative figures that symbolise, illustrate, and are applied to the interaction dynamics. Within this work, the current literature in the field is analysed to seek examples that design around gaze mechanics and follow a diegetic approach that takes roles and metaphors into account. A list of surveyed gaze metaphors related to each gaze role is presented and described in detail. Furthermore, a case study shows the potentials of the proposed approach. Our work aims at contributing to existing frameworks, such as EyePlay, by reflecting on the ambiguous meaning of gaze in games. Through this integrative approach, players are anticipated to develop a deeper connection to the game narrative via gaze, resulting in a stronger experience concerning presence (i.e., being in the game world).

AB - Gaze-based interactions have found their way into the games domain and are frequently employed as a means to support players in their activities. Instead of implementing gaze as an additional game feature via a game-centred approach, we propose a diegetic perspective by introducing gaze interaction roles and gaze metaphors. Gaze interaction roles represent ambiguous mechanics in gaze, whereas gaze metaphors serve as narrative figures that symbolise, illustrate, and are applied to the interaction dynamics. Within this work, the current literature in the field is analysed to seek examples that design around gaze mechanics and follow a diegetic approach that takes roles and metaphors into account. A list of surveyed gaze metaphors related to each gaze role is presented and described in detail. Furthermore, a case study shows the potentials of the proposed approach. Our work aims at contributing to existing frameworks, such as EyePlay, by reflecting on the ambiguous meaning of gaze in games. Through this integrative approach, players are anticipated to develop a deeper connection to the game narrative via gaze, resulting in a stronger experience concerning presence (i.e., being in the game world).

KW - Gaze interaction

KW - games

KW - game design

KW - play

KW - eye-tracking

KW - Gaze roles

KW - Gaze metaphors

U2 - 10.3390/mti3040065

DO - 10.3390/mti3040065

M3 - Journal article

VL - 3

JO - Multimodal Technologies and Interaction

JF - Multimodal Technologies and Interaction

IS - 4

M1 - 65

ER -