Adapting Gameplay to Eye Movements - An Exploration with TETRIS

Gameplay experience is shaped by players' expectations towards the game and how game features are presented to them. We created two modified versions of the classic TETRIS game: one that adapts game difficulty based on players' performance and one that additionally adapts to players' eye movements. An initial analysis of exploratory study results indicates that eye-movement-based adaptive difficulty in TETRIS might not affect player performance and that framing the use of adaptive difficulty might only have a limited influence on both players' game experience and perceived competence.

[1]  Paul D. Ellis,et al.  The essential guide to effect sizes : statistical power, meta-analysis, and the interpretation of research results , 2010 .

[2]  R. Mayer,et al.  Domain specificity of spatial expertise: The case of video game players. , 2002 .

[3]  Julian Togelius,et al.  Towards Player Adaptivity in a Serious Game for Conflict Resolution , 2011, 2011 Third International Conference on Games and Virtual Worlds for Serious Applications.

[4]  Linden J. Ball,et al.  An Eye Movement Analysis of Web Page Usability , 2002 .

[5]  Heidi Burgiel,et al.  How to lose at Tetris , 1997, The Mathematical Gazette.

[6]  Terry C. Lansdown,et al.  The mind's eye: cognitive and applied aspects of eye movement research , 2005 .

[7]  Olana Missura,et al.  Online Adaptive Agent for Connect Four Olana Missura , 2008 .

[8]  Patrick Jermann,et al.  Using dual eye-tracking to unveil coordination and expertise in collaborative Tetris , 2010, BCS HCI.

[9]  Landon Flom,et al.  Using a Genetic Algorithm to Weight an Evaluation Function for Tetris , 2005 .

[10]  Anke Huckauf,et al.  Object selection in gaze controlled systems: What you don't look at is what you get , 2011, TAP.

[11]  S. Shapiro,et al.  An analysis of variance test for normality ( complete samp 1 es ) t , 2007 .

[12]  P. Frensch,et al.  Effects of video game playing on measures of spatial performance: Gender effects in late adolescence. , 1994 .

[13]  B. Laeng,et al.  A Redrawn Vandenberg and Kuse Mental Rotations Test - Different Versions and Factors That Affect Performance , 1995, Brain and Cognition.

[14]  Alena Denisova Adaptive Technologies in Digital Games: The Influence of Perception of Adaptivity on Immersion , 2016 .

[15]  Alan Kennedy,et al.  Book Review: Eye Tracking: A Comprehensive Guide to Methods and Measures , 2016, Quarterly journal of experimental psychology.

[16]  Fares Kayali,et al.  "Not another Z piece!": Adaptive Difficulty in TETRIS , 2017, CHI.

[17]  Robin Hunicke,et al.  The case for dynamic difficulty adjustment in games , 2005, ACE '05.

[18]  Julian Togelius,et al.  Experience-Driven Procedural Content Generation , 2011, IEEE Trans. Affect. Comput..

[19]  Wayne D. Gray,et al.  Use of Complementary Actions Decreases with Expertise , 2011, CogSci.

[20]  D. Kort,et al.  D3.3 : Game Experience Questionnaire:development of a self-report measure to assess the psychological impact of digital games , 2007 .

[21]  Jan Hauke,et al.  Comparison of Values of Pearson's and Spearman's Correlation Coefficients on the Same Sets of Data , 2011 .

[22]  S. Shapiro,et al.  An Analysis of Variance Test for Normality (Complete Samples) , 1965 .

[23]  J. R. Gillett,et al.  66.49 Spearman versus Kendall , 1982 .

[24]  Marcus Carter,et al.  The Emergence of EyePlay: A Survey of Eye Interaction in Games , 2016, CHI PLAY.

[25]  Sven Bertel Spatial structures and visual attention in diagrammatic reasoning , 2010 .

[26]  Wayne D. Gray,et al.  Extreme Expertise: Exploring Expert Behavior in Tetris , 2013, CogSci.

[27]  Andy P. Field,et al.  Discovering Statistics Using SPSS , 2000 .

[28]  Marcus Carter,et al.  Exploring the Effects of Gaze Awareness on Multiplayer Gameplay , 2016, CHI PLAY.

[29]  Rafael Bidarra,et al.  In Press: Ieee Transactions on Computational Intelligence and Ai in Games Adaptivity Challenges in Games and Simulations: a Survey , 2022 .

[30]  Mark O. Riedl,et al.  A Temporal Data-Driven Player Model for Dynamic Difficulty Adjustment , 2012, AIIDE.

[31]  Hans-Werner Gellersen,et al.  The Royal Corgi: Exploring Social Gaze Interaction for Immersive Gameplay , 2015, CHI.

[32]  David Sheff,et al.  Game over: how Nintendo zapped an American industry, captured your dollars, and enslaved your children , 1993 .

[33]  Christian Wolff,et al.  EyeDE: gaze-enhanced software development environments , 2014, CHI Extended Abstracts.

[34]  Sven Bertel,et al.  Dynamically adapting an AI game engine based on players' eye movements and strategies , 2014, EICS.