Game Usability

Eye tracking provides direct and objective insight into player behavior. This methodology is an important tool in game usability testing to ensure a better end product.

Enhance the gaming experience

Eye tracking helps you discover:

  • What is looked at first?
  • What is ignored?
  • Is it easy for players to find their path in the game?
  • How do players sift through inventory and search for clues in the game?
  • What is looked at just before a usability issue occurs and the player loses focus getting confused or frustrated?

Observe true gaming behavior

Eye tracking is used to view participants in a familiar and casual environment, playtesting games on smartphones, tablets, PC's, or TV's. It provides information about how real play occurs, and this methodology helps you identify usability issues that need to be addressed in order to make the game easier to use.

“We see Tobii Pro Glasses 2 and its modern eye tracking technology as a future standard in modern QA teams to improve the overall quality of game experiences.”

Markus Kassulke, CEO, HandyGames

Instant insights

The eye tracking recording can be accompanied by interviews to get a more comprehensive view of the gaming experience. The combined insights are valuable in judging what adjustments are needed to make the game engaging, exciting, and easy to use.

Check out the video clip below to understand how live viewing works. The red dot indicates where the user is looking.

In our case, eye tracking helped unravel the players’ feelings towards a game as well as how well the menus and inventories were formed for ease of search. This would have been close to impossible to find out without an eye tracking system involved.

Sean Austin, CEO, Motalen

Ideal for agile development

Eye tracking fits well into the iterative development process of games. Observing eye tracking live in player usability testing is an efficient way to get user feedback on game play mechanics, game flow, and user interface. Gathering different stakeholders from the development team to observe the test creates a common view of the user experience. It helps the team prioritize the next steps in development to implement the fixes of any issues discovered during the player testing process.

Usability tests with live viewing fit well with the scrum methodology. Running small tests in each sprint improves the usability and enhances the quality of the end result.

Thor Fredrik Eie, User Experience Manager, Bouvet

Cases

HandyGames

HandyGames, one of the leading international game developers and publishers, has used eye tracking in testing of their games. For game designers, Tobii Pro Glasses 2 adds immense value by making it possible to plan and perform research during the versatile development process. Read more

Guerrilla Games

Eye tracking was used to test first-person shooter game, Killzone 3. The methodology proved highly relevant for finding usability information that would have otherwise gone undetected, such as improvements for path finding, visual storytelling, and heads up displays (HUD). Read more

Motalen

Studying their award-winning game, Infernus: Verse 2, Motalen used eye tracking to add advanced options to their usability testing suite for mobile gaming. With the mobile device testing solutions from Tobii Pro, the development team was able to immediately identify patterns in the players' eye movements that allowed them to improve gameplay. Read more

Products and services

Tobii Pro offers eye tracking solutions for usability testing in the lab or in the real world. For many projects, a controlled environment, such as a testing facility, offers a consistent setting and the ability to monitor the experience. Other studies, where the context of use is critical, benefit from being conducted in authentic environments.

We offer hardware and software, along with a portfolio of training and support for customers who wish to develop in-house testing capabilities and own their eye tracking systems.

For researchers who would rather purchase this methodology as a service, we have a team to conduct eye tracking-centered usability studies, from design and recruitment to execution and analysis. Read more

  • Djamasbi, S., & Mortazavi, S. (2015). Generation Y, Baby Boomers, and Gaze Interaction Experience in Gaming (pp. 482–490). IEEE. https://doi.org/10.1109/HICSS.2015.64
  • Caroux, L., Le Bigot, L., & Vibert, N. (2013). Impact of the motion and visual complexity of the background on players’ performance in video game-like displays. Ergonomics, 56(12), 1863–1876. http://doi.org/10.1080/00140139.2013.847214
  • Nacke, L. E., Stellmach, S., Sasse, D., Niesenhaus, J., & Dachselt, R. (2011). LAIF: A logging and interaction framework for gaze-based interfaces in virtual entertainment environments. Entertainment Computing, 2(4), 265–273. https://doi.org/10.1016/j.entcom.2010.09.004

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