{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,17]],"date-time":"2026-04-17T18:24:00Z","timestamp":1776450240814,"version":"3.51.2"},"reference-count":36,"publisher":"MDPI AG","issue":"2","license":[{"start":{"date-parts":[[2018,5,7]],"date-time":"2018-05-07T00:00:00Z","timestamp":1525651200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["MTI"],"abstract":"<jats:p>This paper studies the use of eye tracking in a First-Person Shooter (FPS) game as a mechanism to: (1) control the attention of the player\u2019s avatar according to the attention deployed by the player; and (2) guide the gameplay and game\u2019s procedural content generation, accordingly. This results in a more natural use of eye tracking in comparison to a use in which the eye tracker directly substitutes control input devices, such as gamepads. The study was conducted on a custom endless runner FPS, Zombie Runner, using an affordable eye tracker. Evaluation sessions showed that the proposed use of eye tracking provides a more challenging and immersive experience to the player, when compared to its absence. However, a strong correlation between eye tracker calibration problems and player\u2019s overall experience was found. This means that eye tracking technology still needs to evolve but also means that once technology gets mature enough players are expected to benefit greatly from the inclusion of eye tracking in their gaming experience.<\/jats:p>","DOI":"10.3390\/mti2020023","type":"journal-article","created":{"date-parts":[[2018,5,8]],"date-time":"2018-05-08T02:48:08Z","timestamp":1525747688000},"page":"23","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":25,"title":["A Study on the Use of Eye Tracking to Adapt Gameplay and Procedural Content Generation in First-Person Shooter Games"],"prefix":"10.3390","volume":"2","author":[{"given":"Jo\u00e3o","family":"Antunes","sequence":"first","affiliation":[{"name":"ISCTE-Instituto Universit\u00e1rio de Lisboa (ISCTE-IUL) and Instituto de Telecomunica\u00e7\u00f5es (IT), 1649-026 Lisboa, Portugal"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-4357-1546","authenticated-orcid":false,"given":"Pedro","family":"Santana","sequence":"additional","affiliation":[{"name":"ISCTE-Instituto Universit\u00e1rio de Lisboa (ISCTE-IUL) and Instituto de Telecomunica\u00e7\u00f5es (IT), 1649-026 Lisboa, Portugal"}]}],"member":"1968","published-online":{"date-parts":[[2018,5,7]]},"reference":[{"key":"ref_1","first-page":"242","article-title":"Essai sur la physiologie de la lecture","volume":"82","author":"Javal","year":"1879","journal-title":"Ann. d\u2019Ocul."},{"key":"ref_2","doi-asserted-by":"crossref","first-page":"179","DOI":"10.1126\/science.181.4095.179","article-title":"Eye-Tracking Patterns in Schizophrenia","volume":"181","author":"Holzman","year":"1973","journal-title":"Science"},{"key":"ref_3","doi-asserted-by":"crossref","first-page":"784","DOI":"10.1109\/TNSRE.2013.2294685","article-title":"Demonstration of a Semi-Autonomous Hybrid Brain-Machine Interface Using Human Intracranial EEG, Eye Tracking, and Computer Vision to Control a Robotic Upper Limb Prosthetic","volume":"22","author":"Mcmullen","year":"2014","journal-title":"IEEE Trans. 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