Rated “E” for everyone: are eye trackers accessible for both gamers and non-gamers?

dc.contributor.authorKumar, Shakthi Senthil
dc.date.accessioned2023-07-04T21:49:57Z
dc.date.available2023-07-04T21:49:57Z
dc.date.issued2022-04
dc.descriptionA Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Bachelor of Arts (Honours) in Psychology, University of Regina. 62 p.en_US
dc.description.abstractVideo games are a form of entertainment largely dependent on fine motor skills which are required to use most video game controllers. For individuals with limited mobility, a potential solution is the use of an eye tracker as a video game controller. However, prior gaming experience with traditional game controllers, which individuals with limited mobility might not have, is related to better performance on measures of perception and attention. The present study investigates whether gamers are better at playing an eye tracker video game and rate the usability and enjoyability of an eye tracker as a controller more favourably than non-gamers. Participants (n = 54) played a Super Mario-style video game using an eye tracker as the controller and then completed a Usability and an Enjoyability questionnaire. No differences in performance, usability, or enjoyment were found between gamers and non-gamers. A number of additional finer-grained analyses were performed on aspects of video game experience and performance, usability ratings, and enjoyability ratings. Results of these analyses found that participant motivations for playing video games led to a difference in usability and enjoyability scores, and that playing video games weekly was correlated with lower performance and higher enjoyment. In conclusion, gamers do not have an advantage over non-gamers when using an eye tracker to play video games. These results support eye trackers as an accessible alternative for video game controllers as they are not reliant on gaming experience. However, these results also indicate that eye tracker controllers need further development before they can fully replace a standard video game controller.en_US
dc.description.authorstatusStudenten_US
dc.description.peerreviewnoen_US
dc.identifier.urihttps://hdl.handle.net/10294/16000
dc.language.isoenen_US
dc.publisherFaculty of Arts, University of Reginaen_US
dc.subjectBarrier-free design.en_US
dc.subjectAccessibility.en_US
dc.subjectEye--Movements.en_US
dc.subjectEye--Movements--Research.en_US
dc.subjectGaze--Psychological aspects.en_US
dc.subjectGaze control.en_US
dc.subjectVideo games.en_US
dc.titleRated “E” for everyone: are eye trackers accessible for both gamers and non-gamers?en_US
dc.typeThesisen_US
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