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Argilés M, González-Fortuny X, Fonts E, Sunyer-Grau B. Global visual attention SPAN in different video game genres. Sci Rep 2023; 13:21882. [PMID: 38072978 PMCID: PMC10710994 DOI: 10.1038/s41598-023-49434-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/14/2023] [Accepted: 12/07/2023] [Indexed: 12/18/2023] Open
Abstract
Video games, specifically action video games, have been demonstrated to be a useful tool in improving certain visual aspects in the general population. Visual attention span, the ability to simultaneously process multiple distinct visual elements during a single fixation, has been shown to improve among action video game players. The goal of this study was to verify that visual attention span is better not only in action video games, but also in other video game genres such as sports simulators or role-playing games. A total of 41 participants, aged 18 to 40 years old, were asked about the type of video games they were playing, name and genre, and the frequency of play. Visual attention span was assessed in all participants. Participants were divided into 4 groups according to the genre of video game they played. The total percentage of letter identification in the visual attention span was not significantly different between groups. A significant difference was found in the sixth position letter, and the right hemifield performance between groups, especially in sports simulators and action video game participants who showed a better performance. The action video game group showed a significant correlation between visual attention span performance and weekly hours played. Playing regularly different genres other than action video games can contribute to raise visual attention resources.
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Affiliation(s)
- Marc Argilés
- Departament d'Òptica i Optometria (DOO), Universitat Politècnica de Catalunya, BarcelonaTech (UPC), Campus de Terrassa, Edifici TR8, C.Violinista Vellsolà, 37, 08222, Terrassa, Barcelona, Spain.
- School of Optics and Optometry, Violinista Vellsolà, 37, 08222, Terrassa, Catalonia, Spain.
| | - Xavier González-Fortuny
- Departament d'Òptica i Optometria (DOO), Universitat Politècnica de Catalunya, BarcelonaTech (UPC), Campus de Terrassa, Edifici TR8, C.Violinista Vellsolà, 37, 08222, Terrassa, Barcelona, Spain
- School of Optics and Optometry, Violinista Vellsolà, 37, 08222, Terrassa, Catalonia, Spain
| | - Elisabet Fonts
- Centre de la Image i Tecnologia Multimèdia, Universitat Politècnica de Catalunya, Terrassa, Barcelona, Spain
| | - Bernat Sunyer-Grau
- Departament d'Òptica i Optometria (DOO), Universitat Politècnica de Catalunya, BarcelonaTech (UPC), Campus de Terrassa, Edifici TR8, C.Violinista Vellsolà, 37, 08222, Terrassa, Barcelona, Spain
- School of Optics and Optometry, Violinista Vellsolà, 37, 08222, Terrassa, Catalonia, Spain
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Villegas E, Fonts E, Fernández M, Fernández-Guinea S. Visual Attention and Emotion Analysis Based on Qualitative Assessment and Eyetracking Metrics-The Perception of a Video Game Trailer. Sensors (Basel) 2023; 23:9573. [PMID: 38067945 PMCID: PMC10708597 DOI: 10.3390/s23239573] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 11/05/2023] [Revised: 11/28/2023] [Accepted: 11/29/2023] [Indexed: 12/18/2023]
Abstract
Video game trailers are very useful tools for attracting potential players. This research focuses on analyzing the emotions that arise while viewing video game trailers and the link between these emotions and storytelling and visual attention. The methodology consisted of a three-step task test with potential users: the first step was to identify the perception of indie games; the second step was to use the eyetracking device (gaze plot, heat map, and fixation points) and link them to fixation points (attention), viewing patterns, and non-visible areas; the third step was to interview users to understand impressions and questionnaires of emotions related to the trailer's storytelling and expectations. The results show an effective assessment of visual attention together with visualization patterns, non-visible areas that may affect game expectations, fixation points linked to very specific emotions, and perceived narratives based on the gaze plot. The innovation in the mixed methodological approach has made it possible to obtain relevant data regarding the link between the emotions perceived by the user and the areas of attention collected with the device. The proposed methodology enables developers to understand the strengths and weaknesses of the information being conveyed so that they can tailor the trailer to the expectations of potential players.
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Affiliation(s)
- Eva Villegas
- Centre de la Imatge i la Tecnologia Multimèdia, Universitat Politècnica de Catalunya (UPC), 08222 Terrassa, Spain; (E.V.); (E.F.); (M.F.)
| | - Elisabet Fonts
- Centre de la Imatge i la Tecnologia Multimèdia, Universitat Politècnica de Catalunya (UPC), 08222 Terrassa, Spain; (E.V.); (E.F.); (M.F.)
| | - Marta Fernández
- Centre de la Imatge i la Tecnologia Multimèdia, Universitat Politècnica de Catalunya (UPC), 08222 Terrassa, Spain; (E.V.); (E.F.); (M.F.)
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