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.
CITATION STYLE
Blignaut, A. S. (2015). Infinite possibilities for using eyetracking for mobile serious games in order to improve user learning experiences. In Communications in Computer and Information Science (Vol. 560, pp. 70–83). Springer Verlag. https://doi.org/10.1007/978-3-319-25684-9_6
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