Monitoring player attention: A non-invasive measurement method applied to serious games

Abstract In this article, we report on an experiment to monitor user attention in the serious game Le Village aux Oiseaux (The Birds’ Village). The primary motivation of this study was to explore the dynamic adaption of a game’s scenario and challenges to the skills of individual players. The solution we developed is a real-time, non-invasive visual attention monitoring method, based on the evaluation of reaction time within an open and continuous space. Our results contribute knowledge that can be useful for automatically managing individual game sessions. In addition, this knowledge can benefit game designers as well, helping them to improve gameplay, manage the difficulty of game environments, and optimize the positioning of visual resources on screen.

[1]  Puspa Inayat Khalid,et al.  Extraction of dynamic features from hand drawn data for the identification of children with handwriting difficulty. , 2010, Research in developmental disabilities.

[2]  Stéphane Natkin,et al.  Difficulty in videogames: an experimental validation of a formal definition , 2011, Advances in Computer Entertainment Technology.

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

[4]  Pierre Jouvelot,et al.  Designing wiimprovisation for mediation in group music therapy with children suffering from behavioral disorders , 2009, IDC.

[5]  Dominique Bechmann,et al.  SPEED: prédiction de cibles , 2011, IHM.

[6]  P. M. Kato,et al.  A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial , 2008, Pediatrics.

[7]  M. Posner Chronometric explorations of mind : the third Paul M. Fitts lectures, delivered at the University of Michigan, September 1976 , 1978 .

[8]  Marc Prensky,et al.  Digital game-based learning , 2000, CIE.

[9]  Emmanuel Guardiola,et al.  Du jeu utile au jeu sérieux (serious game). Le projet Jeu Serai , 2012 .

[10]  Nicole Fruehauf Flow The Psychology Of Optimal Experience , 2016 .

[11]  Daniel M. Johnson,et al.  The inherent appeal of physically controlled peripherals , 2002, IWEC.

[12]  David E. Irwin,et al.  Modern mental chronometry , 1988, Biological Psychology.

[13]  E Legallet,et al.  [Spatial orienting of attention: a study of reaction time during pointing movement]. , 2002, Neurophysiologie clinique = Clinical neurophysiology.

[14]  Nick Yee,et al.  Motivations for Play in Online Games , 2006, Cyberpsychology Behav. Soc. Netw..

[15]  Michael Zyda,et al.  From visual simulation to virtual reality to games , 2005, Computer.

[16]  Stéphane Natkin,et al.  How to Analyse Therapeutic Games: The Player / Game / Therapy Model , 2012, ICEC.

[17]  E Legallet,et al.  Orientation spatiale de l’attention : étude des temps de réaction lors du mouvement de pointage , 2002, Neurophysiologie Clinique/Clinical Neurophysiology.

[18]  Robert G Pachella,et al.  The Interpretation of Reaction Time in Information-Processing Research 1 , 1973, Human Information Processing.

[19]  N. Lazzaro Why we Play Games: Four Keys to More Emotion without Story , 2004 .

[20]  Jesper Juul,et al.  The game, the player, the world: looking for a heart of gameness , 2010, DiGRA Conference.

[21]  Pierre Jouvelot,et al.  Motivation-driven educational game design: applying best practices to music education , 2005, ACE '05.

[22]  J. E. Clark,et al.  The effects of videogame playing on the response selection processing of elderly adults. , 1987, Journal of gerontology.

[23]  D. Simons,et al.  The effects of video game playing on attention, memory, and executive control. , 2008, Acta psychologica.

[24]  A. Torres Cognitive effects of video games on old people , 2011 .

[25]  Juan Pablo Hourcade,et al.  PointAssist: helping four year olds point with ease , 2008, IDC.

[26]  Karolien Poels,et al.  Digital game design for elderly users , 2007, Future Play.

[27]  Ney Renau-Ferrer,et al.  Procedural Analysis of a Sketching Activity: Principles and Applications , 2012, 2012 International Conference on Frontiers in Handwriting Recognition.

[28]  P. Viviani,et al.  Trajectory determines movement dynamics , 1982, Neuroscience.

[29]  C. S. Green,et al.  The development of attention skills in action video game players , 2009, Neuropsychologia.

[30]  Amanda Lenhart,et al.  Adults and video games , 2008 .

[31]  Thomas W. Malone,et al.  What makes things fun to learn? heuristics for designing instructional computer games , 1980, SIGSMALL '80.

[32]  B. Seltzer,et al.  Efficacy of donepezil in early-stage Alzheimer disease: a randomized placebo-controlled trial. , 2004, Archives of neurology.

[33]  C. S. Green,et al.  Action video game modifies visual selective attention , 2003, Nature.

[34]  R. Emmerson,et al.  The effects of videogame playing on neuropsychological performance of elderly individuals. , 1992, Journal of gerontology.

[35]  Ernest Adams,et al.  Fundamentals of Game Design , 2006 .

[36]  A. Torres Cognitive effects of videogames on older people , 2008 .

[37]  A. Cruz,et al.  Supermarket Game: An Adaptive Intelligent Computer Game for Attention Deficit/Hyperactivity Disorder Diagnosis , 2006, 2006 Fifth Mexican International Conference on Artificial Intelligence.

[38]  Misha Pavel,et al.  Unobtrusive monitoring of computer interactions to detect cognitive status in elders , 2004, IEEE Transactions on Information Technology in Biomedicine.

[39]  Darryl Charles,et al.  Optimising engagement for stroke rehabilitation using serious games , 2009, The Visual Computer.