Entertainment Computing, cilt.51, 2024 (SCI-Expanded)
This study explores user performance and engagement in a multi-user gaming environment, using the Group Eye Tracking (GET) paradigm. Through a balloon-popping task, we investigate the interplay between individual and collective gaze behaviors under various social scenarios and gaze cue availabilities. Participants engaged in the game individually, collaboratively, and competitively, with or without access to peers’ gaze cues. Our findings show that reaction times vary significantly depending on the social context and the availability of gaze cues. Playing in groups generally increased engagement, flow, and positive experiences but also introduced more challenges and negative emotions, especially due to the competitive and coordination demands of group play. Introducing gaze cues notably affected the players by enhancing their immersion and skill perception while evoking mixed emotional reactions. Gaze reaction times systematically increased in group scenarios with gaze cues, underscoring the attentional dichotomy between target and gaze cue stimuli. We contrast these results with existing theories on joint action, providing insights into the complex social and perceptual dynamics in gaming. This study demonstrates how multi-user eye tracking can offer new possibilities in gaming, broadening our understanding of joint actions and presenting potential to enhance interactions in digital environments.