AI 中文总结
研究基于游戏结果,通过整合多种注视测量方法,对功能组织界面区域的注视情况展开研究,发现获胜组玩家在注意力分配、转移等方面有不同表现,为游戏中注意力组织提供了更全面解释。
AI 中文摘要
电子游戏在界面元素间呈现复杂的空间分布信息,玩家注意力受视觉特征和任务目标影响。眼动追踪是研究玩家注意力的有用方法,但实证游戏研究多依赖累积注视测量,对注视在区域间的转移了解较少。本文通过整合基于分布、持续时间和转移的注视测量,针对游戏结果研究功能组织界面区域的注视情况。对32名参与者进行了一项使用牌组构建游戏的受试者内研究,定义了六个功能兴趣区域。计算各区域的命中、停留时间、转移概率和熵以比较不同结果组的注视行为。获胜组玩家表现出更具选择性的注意力分配,延伸到外围辅助资源,有更频繁的面向动作的注视转移、更广泛的兴趣区域对以及更均匀的区域分布。在战略游戏环境中,研究结果表明游戏结果反映在玩家如何在功能界面元素间分配、维持和转移视觉注意力上,为游戏中注意力组织提供了更全面的解释。
英文摘要
Video games present players with complex, spatially distributed information across interface elements, with attention shaped by visual features and task goals. Eye tracking provides a useful method for examining player attention through gaze behaviour during gameplay. Yet empirical game research has relied on accumulated fixation measures that capture where attention is directed and how long it is maintained within regions, leaving less known about how gaze moves between regions to coordinate distributed information. We address this gap by integrating distribution-, duration-, and transition-based gaze measures across functionally organised interface regions in relation to gameplay outcomes. We conducted a within-subject study with 32 participants using a deck-building game, defining six functional Areas of Interest (AOIs) within the turn-based combat interface, spanning enemy, player, action, and auxiliary elements. We computed AOI hit, dwell time, transition probabilities, and entropy to compare gaze behaviour across outcome groups. Players in the win group showed more selective attention allocation extending to peripheral auxiliary resources, with more frequent action-oriented gaze transitions, a wider range of AOI pairs, and a more even distribution across AOIs. Within a strategic game setting, our findings show that gameplay outcomes are reflected in how players distribute, sustain, and shift visual attention across functional interface elements, offering a more comprehensive account of attention organisation in gameplay.
CommentsAccepted for publication in the Proceedings of the ACM on Human-Computer Interaction (PACM HCI), to be presented at CHI PLAY 2026
DOI:10.1145/3831289