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's avataraccording to the attention deployed by the player and (2) guide the gameplayand game's procedural content generation, accordingly. This results in a morenatural use of eye tracking in comparison to a use in which the eye trackerdirectly substitutes control input devices, such as gamepads. The study wasconducted on a custom endless runner FPS, Zombie Runner, using an affordableeye tracker. Evaluation sessions showed that the proposed use of eye trackingprovides a more challenging and immersive experience to the player, whencompared to its absence. However, a strong correlation between eye trackercalibration problems and player's overall experience was found. This means thateye tracking technology still needs to evolve but also means that oncetechnology gets mature enough players are expected to benefit greatly from theinclusion of eye tracking in their gaming experience.
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