Abstract
Serious games have, to some degree, relocated from desktops to palmtops. Developers of serious games employ eyetracking as part of their evaluation of user learning experiences on an array of devices. Those who do not use eyetracking for usability evaluation agree that it seems a good idea. This paper provides an initial analysis of literature findings selected according to stringent search criteria to contribute towards a conceptual framework for the use of eyetracking for serious games to improve user learning experiences. Electronic articles were analyzed of which (i) the time span was 1999–2015; (ii) the document type was articles in journals; (iii) the keywords for searches were ‘‘eye tracking AND serious games’’ and some permutations thereof; and (iv) the articles spanned all disciplines. The qualitative analysis of the six identified articles rendered an unexpected large number of 34 findings suited to compilation of the conceptual framework. The findings grouped as six themes; three relating to user learning aspects during gameplay and three relating to eyetracking measures.
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The author would like to acknowledge (i) that this work is based on the research in part funded by the National Research Foundation (NRF) of South Africa. Any opinion, findings and conclusions or recommendations expresses in this material are those of the authors and therefore the NRF does not accept any liability in regard thereto; and (ii) the North-West University for time and resources for research on usability issues of serious games.
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Seugnet Blignaut, A. (2015). Infinite Possibilities for Using Eyetracking for Mobile Serious Games in Order to Improve User Learning Experiences. In: Brown, T., van der Merwe, H. (eds) The Mobile Learning Voyage - From Small Ripples to Massive Open Waters. mLearn 2015. Communications in Computer and Information Science, vol 560. Springer, Cham. https://doi.org/10.1007/978-3-319-25684-9_6
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