This paper studies the use of eye tracking in a First-Person Shooter (FPS) game as a mechanism to: (1) control the attention of the player’s avatar according to the attention deployed by the player; and (2) guide the gameplay and game’s procedural content generation, accordingly. This results in a more natural use of eye tracking in comparison to a use in which the eye tracker directly substitutes control input devices, such as gamepads. The study was conducted on a custom endless runner FPS, Zombie Runner, using an affordable eye tracker. Evaluation sessions showed that the proposed use of eye tracking provides a more challenging and immersive experience to the player, when compared to its absence. However, a strong correlation between eye tracker calibration problems and player’s overall experience was found. This means that eye tracking technology still needs to evolve but also means that once technology gets mature enough players are expected to benefit greatly from the inclusion of eye tracking in their gaming experience.
M. Perreira Da SilvaL3iUniversite de La Rochelle,Av Michel Crepeau, 17042La Rochelle, Francemperreir@univ-lr.frV. CourboulayL3iUniversite de La Rochelle,Av Michel Crepeau, 17042La Rochelle, Francevcourbou@univ-lr.frA. PrigentL3iUniversite de La Rochelle,Av Michel Crepeau, 17042La Rochelle, Franceaprigent@univ-lr.frKeywords