Skip to main content

Visual Attention and Gaze Behavior in Games: An Object-Based Approach

  • Chapter
  • First Online:

Abstract

In the design of interactive applications, notably games, a recent trend is to understand player behavior by investigating telemetry logs as is the focus of many chapters in this book or by integrating the use of psychophysics as is the subject of Chaps. 26 and 27. In addition to these valuable methods, measuring, where players are likely to focus, could be a very useful tool in the arsenal of game designers. This knowledge can be utilized to help game designers decide how and where to allocate computing resources, such as rendering and various kinds of simulations of physical properties. This leaves as many computing cycles as possible free to carry out other tasks. Therefore, the perceived realism of a game can be increased by perceptually optimizing calculations that are computationally intensive, including physically based lighting (e.g. ray-tracing Cater et al. 2003), animations (e.g. crowds of characters McDonnell et al. 2009), physically correct simulations of the interaction of materials (e.g. collision detection (O’Sullivan 2005), natural behavior of clothes or fluids etc.). Level of Detail variants of simulation or rendering techniques can be used in regions which are less attended by the player, while accurate simulations can be used within the expected focus of a user. Verifying or improving game mechanics and AI could be other uses.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   79.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   99.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD   129.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

References

  • Baylis, G. C., & Driver, J. (1993). Visual attention and objects: evidence for hierarchical coding of location. Journal of Experimental Psychology: Human Perception and Performance, 19(3), 451–470.

    Article  Google Scholar 

  • Behrmann, M., Zemel, R. S., & Mozer, M. C. (1998). Object-based attention and occlusion evidence from normal participants and a computational model. Journal of Experimental Psychology: Human Perception and Performance, 24, 1011–1036.

    Article  Google Scholar 

  • Bernhard, M., Stavrakis, E., & Wimmer, M. (2010). An empirical pipeline to derive gaze prediction heuristics for 3D action games. ACM Transactions on Applied Perception (TAP), 8(1), 4:1–4:30.

    Google Scholar 

  • Bernhard, M., Zhang, L., & Wimmer, M. (2011). Manipulating attention in computer games. IVMSP workshop, 2011 IEEE 10th (pp. 153–158), Ithaca, NY.

    Google Scholar 

  • Canosa, R. L., Pelz, J. B., Mennie, N. R., & Peak, J. (2003). High-level aspects of oculomotor control during viewing of natural-task images. In B. E. Rogowitz & T. N. Pappas (Eds.), Human vision and electronic imaging VIII. Proceedings of the SPIE in presented at the Society of Photo-Optical Instrumentation Engineers (SPIE) conference (pp. 240–251). Santa Clara, CA.

    Google Scholar 

  • Castiello, U., & Umiltà, C. (1990). Size of the attentional focus and efficiency of processing. Acta Psychologica, 73(3), 195–209.

    Article  Google Scholar 

  • Cater, K., Chalmers, A., & Ledda, P. (2002). Selective quality rendering by exploiting human inattentional blindness: Looking but not seeing. Proceedings of the ACM Symposium on Virtual Reality Software and Technology (pp. 17–24). Hong Kong, China.

    Google Scholar 

  • Cater, K., Chalmers, A., & Ward, G. (2003). Detail to attention: Exploiting visual tasks for selective rendering. In Proceedings of the 14th Eurographics workshop on Rendering in EGRW ’03 (pp. 270–280). Aire-la-Ville, Switzerland: Eurographics Association.

    Google Scholar 

  • Chaney, I. M., Lin, K.-H., & Chaney, J. (2004). The effect of billboards within the gaming environment. Journal of Interactive Advertising, 5(1), 37–45.

    Google Scholar 

  • Cunningham, D., & Wallraven, C. (2011). Experimental design: From user studies to psychophysics. Natick: A K Peters.

    Google Scholar 

  • De Graef, P., Christiaens, D., & d’Ydewalle, G. (1990). Perceptual effects of scene context on object identification. Psychological Research, 52(4), 317–329.

    Article  Google Scholar 

  • Duchowski, A. T. (2003). Eye tracking methodology: Theory and practice. New York: Springer.

    Book  MATH  Google Scholar 

  • Duncan, J. (1984). Selective attention and the organization of visual information. Journal of Experimental Psychology. General, 113(4), 501–517.

    Article  Google Scholar 

  • Elazary, L., & Itti, L. (2008). Interesting objects are visually salient. Journal of Vision, 8(3:3), 1–15.

    Google Scholar 

  • El-Nasr, M. S., & Yan, S. (2006). Visual attention in 3D video games. In ACE 06: Proceedings of the 2006 ACM SIGCHI international conference on advances in computer entertainment technology (p. 22). New York: ACM.

    Google Scholar 

  • Eriksen, C., & St James, J. (1986). Visual attention within and around the field of focal attention: A zoom lens model. Attention, Perception, & Psychophysics, 40, 225–240.

    Article  Google Scholar 

  • Haber, J., Myszkowski, K., Yamauchi, H., & Seidel, H.-P. (2001). Perceptually guided corrective splatting. Computer Graphics Forum, 20(3), 142–152.

    Article  Google Scholar 

  • Hansen, D. W., & Ji, Q. (2010). In the eye of the beholder: A survey of models for eyes and gaze. IEEE Transactions on Pattern Analysis and Machine Intelligence, 32(3), 478–500.

    Article  Google Scholar 

  • Hayhoe, M. M., Shrivastava, A., Mruczek, R., & Pelz, J. B. (2003). Visual memory and motor planning in a natural task. Journal of Vision, 3(1), 49–63.

    Article  Google Scholar 

  • Henderson, J. (2003). Human gaze control during real-world scene perception. Trends in Cognitive Sciences, 7(11), 498–504.

    Article  Google Scholar 

  • Henderson, J. M., Weeks, P. A., & Hollingworth, A. (1999). The effects of semantic consistency on eye movements during complex scene viewing. Journal of Experimental Psychology Human Perception & Performance, 25, 210–228.

    Article  Google Scholar 

  • Hillaire, S., Lécuyer, A., Cozot, R., & Casiez, G. (2008). Using an eye-tracking system to improve camera motions and depth-of-field Blur Effects in Virtual Environments. VR (pp. 47–50).

    Google Scholar 

  • Hillaire, S., Breton, G., Ouarti, N., Cozot, R., & Lécuyer, A. (2010). Using a visual attention model to improve gaze tracking systems in interactive 3D applications. Computer Graphics Forum, 29(6), 1830–1841.

    Article  Google Scholar 

  • Hornof, A., Cavender, A., & Hoselton, R. (2003). Eyedraw: A system for drawing pictures with eye movements. SIGACCESS Accessibility Computers (pp. 86–93), Atlanta, GA, USA.

    Google Scholar 

  • Isokoski, P., Joos, M., Spakov, O., & Martin, B. (2009). Gaze controlled games. Universal Access in the Information Society, 8, 323–337.

    Article  Google Scholar 

  • Itti, L., Koch, C., & Niebur, E. (1998). A model of saliency-based visual attention for rapid scene analysis. IEEE Transaction on Pattern Analysis and Machine Intelligence, 20(11), 1254–1259.

    Article  Google Scholar 

  • Itti, L., Dhavale, N., & Pighin, F. (2006). Photorealistic attention-based Gaze Animation. In Proceedings of the IEEE international conference on multimedia and expo (pp. 521–524). Toronto, Ontario, Canada

    Google Scholar 

  • Jacob, R. J. K., & Karn, K. S. (2003). Eye tracking in human-computer interaction and usability research: Ready to deliver the promises. In J. Hyönä, R. Radach, & H. Deubel (Eds.), The mind’s eye: Cognitive and applied aspects of eye movement research (pp. 573–605). Amsterdam: Elsevier.

    Google Scholar 

  • James, W., & Anonymous. (1890). The principles of psychology, Vol. 1, volume reprint edition. New York: Dover Publications.

    Google Scholar 

  • Jie, L., & Clark, J. J. (2007). Game design guided by visual attention. In L. Ma, M. Rauterberg, & R. Nakatsu (Eds.), Entertainment computing, ICEC 2007 in Lecture Notes in Computer Science (pp. 345–355), Shanghai: Springer.

    Google Scholar 

  • Kenny, A., Koesling, H., Delaney, D., McLoone, S., & Ward, T. (2005). A Preliminary investigation into eye gaze data in a first person shooter game. In 19th European Conference on Modelling and Simulation, Riga.

    Google Scholar 

  • Koch, C., & Ullman, S. (1985). Shifts in selective visual attention: Towards the underlying neural circuitry. Human Neurobiology, 4, 219–227.

    Google Scholar 

  • Komogortsev, O., & Khan, J. (2006). Perceptual attention focus prediction for multiple viewers in case of multimedia perceptual compression with feedback delay. In ETRA ’06: Proceedings of the 2006 symposium on eye tracking research & applications (pp. 101–108). New York: ACM.

    Google Scholar 

  • LaBerge, D. (1983). Spatial extent of attention to letters and words. Journal of Experimental Psychology: Human Perception and Performance, 9(3), 371–379.

    Article  Google Scholar 

  • Land, M., Mennie, N., & Rusted, J. (1999). The roles of vision and eye movements in the control of activities of daily living. Perception, 28(11), 1311–1328.

    Article  Google Scholar 

  • Lang, M., Hornung, A., Wang, O., Poulakos, S., Smolic, A., & Gross, M. (2010, July). Nonlinear disparity mapping for stereoscopic 3D. ACM Transaction on Graphics, 29(4), 1–75. doi:http://doi.acm.org/10.1145/1778765.1778812, URL: http://doi.acm.org/10.1145/1778765.1778812. New York: ACM.

    Google Scholar 

  • Luebke, D., Hallen, B., Newfield, D., & Watson, B. (2000). Perceptually driven simplification using gaze-directed rendering.

    Google Scholar 

  • Marmitt, G., & Duchowski, A. T. (2002). Modeling visual attention in VR: Measuring the accuracy of predicted scanpaths. In Eurographics 2002, Short Presentations (pp. 217–226). Saarbrücken, Germany.

    Google Scholar 

  • McDonnell, R., Larkin, M., Hernández, B., Rudomin, I., & O’Sullivan, C. (2009). Eye-catching crowds: saliency based selective variation. ACM Transactions on Graphics, 28, 55:1–55:10.

    Article  Google Scholar 

  • Murphy, H., & Duchowski, A. T. (2001). Gaze-contingent level of detail rendering. In Proceedings of EuroGraphics 2001 (Short Papers). EuroGraphics Association. Manchester, England.

    Google Scholar 

  • Nacke, L., Lindley, C., & Stellmach, S. (2008). Log who’s playing: Psychophysiological game analysis made easy through event logging. In P. Markopoulos, B. de Ruyter, W. IJsselsteijn, & D. Rowland (Eds.), Fun and games in lecture notes in computer science (pp. 150–157). Berlin/Heidelberg: Springer. 10.1007/978-3-540-88322-715.

  • Nacke, L., Stellmach, S., Sasse, D., & Lindley C. A. (2009). Gameplay experience in a gaze interaction game. In A. Villanueva, J. P. Hansen, & B. K. Ersbōll (Eds.) Proceedings of the 5th conference on communication by Gaze Interaction Ð COGAIN 2009: Gaze Interaction for Those Who Want It Most (pp. 49–54), Lyngby, Denmark. The COGAIN Association.

    Google Scholar 

  • 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. <ce:title>Special Section: International Conference on Entertainment Computing and Special Section: Entertainment Interfaces</ce:title>.

    Google Scholar 

  • Navalpakkam, V., & Itti, L. (2005). Modeling the influence of task on attention. Vision Research, 45(2), 205–231.

    Article  Google Scholar 

  • O’Sullivan, C. (2005). Collisions and attention. ACM Transactions on Applied Perception, 2(3), 309–321.

    Article  MathSciNet  Google Scholar 

  • Oliva, A., Torralba, A., Castelhano M. S., & Henderson, J. M. (2003). Top-down control of visual attention in object detection. In Proceedings of the IEEE International Conference on Image Processing (ICIP ’03). Barcelona, Catalonia, Spain.

    Google Scholar 

  • Palmer, S. E. (1999). Vision science: Photons to phenomenology. Boston: MIT Press.

    Google Scholar 

  • Pelz, J. B., & Canosa, R. (2001). Oculomotor behavior and perceptual strategies in complex tasks. Vision Research, 41, 3587–3596.

    Article  Google Scholar 

  • Peters, R. J., & Itti, L. (2008). Applying computational tools to predict gaze direction in interactive visual environments. ACM Transactions on Applied Perception, 5(2), 1–19.

    Article  Google Scholar 

  • Poole, A., & Ball, L. J. (2005). Eye tracking in human-computer interaction and usability research: Current status and future prospects. In C. Ghaoui (Ed.), Encyclopedia of human-computer interaction. Pennsylvania: Idea Group, Inc.

    Google Scholar 

  • Rahardja, S., Farbiz, F., Manders, C., Zhiyong, H., Ling, J. N. S., Khan, I. R., Ping, O. E., & Peng, S. (2009). Eye HDR: Gaze-adaptive system for displaying high-dynamic-range images. ACM SIGGRAPH ASIA 2009 Art Gallery & Emerging Technologies: Adaptation in SIGGRAPH ASIA ’09 (pp. 68–68). New York: ACM.

    Google Scholar 

  • Ramloll, R., Trepagnier, C., Sebrechts, M., & Beedasy, J. (2004). Gaze data visualization tools: opportunities and challenges. In Information Visualisation, 2004. IV 2004. Proceedings. Eighth International Conference on (pp. 173–180). London, UK

    Google Scholar 

  • Rothkopf, C. A., & Pelz, J. B. (2004). Head movement estimation for wearable eye tracker. In Proceedings of the 2004 symposium on eye tracking research & applications in ETRA ’04 (pp. 123–130). New York: ACM.

    Google Scholar 

  • Rothkopf, C. A., Ballard, D. H., & Hayhoe, M. M. (2007). Task and context determine where you look. Journal of Vision, 7(14), 1–20.

    Article  Google Scholar 

  • Saito, T., & Takahashi, T. (1990). Comprehensible rendering of 3-D shapes. SIGGRAPH Computation Graphics, 24(4), 197–206.

    Article  Google Scholar 

  • Salvucci, D. D., & Goldberg, J. H. (2000). Identifying fixations and saccades in eye-tracking protocols. In Proceedings of the 2000 symposium on eye tracking research & applications in ETRA ’00 (pp. 71–78). New York: ACM.

    Google Scholar 

  • Sasse D. (2008). A framework for psychophysiological data acquisition in digital games. Master’s thesis, Otto-von-Guericke-University Magdeburg, Magdeburg.

    Google Scholar 

  • Sennersten, C. (2004). Eye movements in an action game tutorial. Master’s thesis, Lund University, Lund.

    Google Scholar 

  • Sennersten, C., & Lindley, C. (2008). Evaluation of real-time eye gaze logging by a 3D game engine. In 12th IMEKO TC1 & TC7 joint symposium on man science and measurement (pp. 161–168). Annecy, France.

    Google Scholar 

  • Sennersten, C., & Lindley, C. (2009). An investigation of visual attention in FPS computer gameplay. In Conference in games and virtual worlds for serious applications, VS-GAMES ’09 (pp. 68–75). Coventry, UK.

    Google Scholar 

  • Simons, D. J., & Chabris, C. F. (1999). Gorillas in our midst: Sustained inattentional blindness for dynamic events. Perception, 28, 1059–1074.

    Article  Google Scholar 

  • Snowden, R., Thompson, P., & Troscianko, T. (2006). Basic vision: An introduction to visual perception. Oxford University Press, USA.

    Google Scholar 

  • Starker, I., & Bolt, R. A. (1990). A gaze-responsive self-disclosing display. In CHI ’90: Proceedings of the SIGCHI conference on human factors in computing systems (pp. 3–10). New York: ACM.

    Google Scholar 

  • Stellmach, S. (2007). A psychophysiological logging system for a digital game modification. Unpublished Internship Report, Department of Simulation and Graphics. Otto-von-Guericke-University, Magdeburg.

    Google Scholar 

  • Stellmach S. (2009). Visual analysis of Gaze Data in virtual environments. Master’s thesis, Otto-von-Guericke-University Magdeburg, Magdeburg.

    Google Scholar 

  • Stellmach, S., Nacke, L., & Dachselt, R. (2010a). Advanced gaze visualizations for three-dimensional virtual environments. In Proceedings of the 2010 symposium on eye-tracking research & Applications in ETRA ’10 (pp. 109–112). New York: ACM.

    Google Scholar 

  • Stellmach, S., Nacke, L., & Dachselt, R. (2010b). 3D attentional maps: Aggregated gaze visualizations in three-dimensional virtual environments. In Proceedings of the international conference on advanced visual interfaces in AVI ’10 (pp. 345–348). New York: ACM.

    Google Scholar 

  • Stellmach, S., Nacke, L. E., Dachselt R., & Lindley C. A. (2010c). Trends and techniques in visual gaze analysis. CoRR, abs/1004.0258.

    Google Scholar 

  • Sundstedt, V. (2007). Rendering and validation of high-fidelity graphics using region-of-interest. PhD thesis, University of Bristol, Bristol.

    Google Scholar 

  • Sundstedt, V. (2010). Gazing at games: Using eye tracking to control virtual characters. ACM SIGGRAPH 2010 Courses in SIGGRAPH ’10 (pp. 5:1–5:160). New York: ACM.

    Google Scholar 

  • Sundstedt, V., Gutierrez, D., Anson, O., Banterle, F., & Chalmers, A. (2007). Perceptual rendering of participating media. ACM Transaction on Applied Perception, 4(3), 15.

    Article  Google Scholar 

  • Sundstedt, V., Stavrakis, E., Wimmer, M., & Reinhard, E. (2008). A psychophysical study of fixation behavior in a computer game. In APGV ’08: Proceedings of the 5th symposium on applied perception in graphics and visualization (pp. 43–50). New York: ACM.

    Google Scholar 

  • Sundstedt, V., Whitton, M., & Bloj, M. (2009). The whys, how tos, and pitfalls of user studies. ACM SIGGRAPH 2009 Courses in SIGGRAPH ’09 (pp. 25:1–25:205). New York: ACM.

    Google Scholar 

  • Tobii. (2006). User manual: Tobii eye tracker, ClearView analysis software.

    Google Scholar 

  • Treisman, A. M., & Gelade, G. (1980). A feature-integration theory of attention. Cognitive Psychology, 12(1), 97–136.

    Article  Google Scholar 

  • van Zoest, W., & Donk, M. (2004). Bottom-up and top-down control in visual search. Perception, 33, 927–937.

    Article  Google Scholar 

  • Wolfe, J. M. (1994). Guided search 2.0: A revised model of visual search. Psychonomic Bulletin and Review, 1(2), 202–238.

    Article  Google Scholar 

  • Wolfe, J. (2000). Visual attention. In K. K. De Valois (Ed.), Seeing (pp. 335–386). San Diego: Academic.

    Chapter  Google Scholar 

  • Wolfe, J. M. (2007). Guided Search 4.0: Current Progress with a model of visual search. In Gray, W. (Ed.), Integrated models of cognitive systems (pp. 99–119). New York: Oxford University Press.

    Chapter  Google Scholar 

  • Wooding, D. S. (2002). Fixation maps: Quantifying eye-movement traces. Proceedings of the 2002 symposium on eye tracking research & applications in ETRA ’02 (pp. 31–36). New York: ACM.

    Google Scholar 

  • Yarbus, A. L. (1967). Eye movements during perception of complex objects. In Eye movements and vision (pp. 171–196). New York: Plenum Press.

    Google Scholar 

  • Yee, H., Pattanaik, S., & Greenberg, D. P. (2001). Spatiotemporal sensitivity and visual attention for efficient rendering of dynamic environments. ACM Transaction on Graphics, 20(1), 39–65.

    Article  Google Scholar 

  • Zammitto, V., Seif El-Nasr, M., & Newton, P. (2010). Exploring quantitative methods for evaluating sports games. In CHI 2010 workshop on brain, body and bytes: Psychophysiological user interaction.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Veronica Sundstedt .

Editor information

Editors and Affiliations

Additional information

About the Authors

Veronica Sundstedt is an Assistant Professor at the Blekinge Institute of Technology in Sweden where she coordinates the Computer Graphics research subgroup. She was previously a lecturer in the GV2 (Graphics, Vision, and Visualisation) Group in the School of Computer Science and Statistics at Trinity College Dublin, Ireland. She worked as a Postdoctoral Research Associate in the Department of Computer Science at the University of Bristol and the University of Bath, UK. She holds a Ph.D. in Computer Graphics from the University of Bristol and an M.Sc. in Media Technology from the University of Linköping, Sweden. Her research interests are in computer graphics and perception, in particular perceptually-based rendering algorithms, experimental validation, novel interaction techniques, and eye tracking technology. She organized and co-chaired the first Novel Gaze-Controlled Applications (NGCA) conference in 2011 and co-chaired the ACM APGV conference in 2007 and the Eurographics Ireland workshop in 2009. She is also on the editorial board of the ACM Transactions on Applied Perception. Veronica is Program Co-Chair for the ACM Symposium on Applied Perception (formerly APGV) in 2012 and the lead author of the book: Gazing at Games: An Introduction to Eye Tracking Control.

Efstathios Stavrakis is currently Visiting Lecturer at with the University of Cyprus. He holds a Ph.D. in Computer Science from the Vienna University of Technology (Austria) and has studied for an M.Sc. in Computer-Aided Graphical Technology Application and a BA (Hons) in Creative Visualisation at the University of Teesside (UK). He has conducted and published research in computer games, graphics and vision, eye-tracking and psychophysics, non-photorealistic rendering, as well as 3D audio rendering for VEs. He brings a wealth of experience in graphical algorithms, interface design and software development. Previously, he has held posts at the Technical University of Vienna (Austria), at INRIA Sophia Antipolis – Méditerranée (France) and the Glasgow School of Art (UK).

Matthias Bernhard is a Ph.D. Student at the institute of Computer Graphics and Algorithms of the Vienna University of Technology. He received a Bachelor degree Information Engineering at the University of Konstanz in 2004 and his Master Degree in Medical Computer Science at Vienna University of Technology in 2006. He follows an interdisciplinary perspective and his current research interests include bimodal perception and the role of visual attention in virtual environments.

Michael Wimmer is an Associate Professor at the Institute of Computer Graphics and Algorithms of the Vienna University of Technology, where he received an M.Sc. in 1997 and a Ph.D. in 2001. His current research interests are real-time rendering, computer games, real-time visualization of urban environments, point-based rendering and procedural modeling. He has coauthored many papers in these fields, and was papers co-chair of EGSR 2008 and Pacific Graphics 2012. He also co-authored the book “Real-time Shadows”.

Erik Reinhard received his Ph.D. in Computer Science from the University of Bristol in 2000, having worked on his Ph.D. at Delft University of Technology, as well as in Bristol. After holding a post-doctoral position at the University of Utah (2000–2002) and an Assistant Professorship at the University of Central Florida (2002–2005), he returned to Bristol as a lecturer in January 2006 to become senior lecturer in 2007. Erik founded the prestigious ACM Transactions on Applied Perception, and has been Editor-in-Chief since its inception in 2003, until early 2009. He is currently Associate Editor for this journal, as well as for Computers and Graphics. Erik is lead author of two books: ‘High Dynamic Range Imaging: Acquisition, Display, and Image-Based Lighting’ and ‘Color Imaging: Fundamentals and Applications’. He is keynote speaker for Eurographics 2010, the Computational Color Imaging Workshop 2011 as well as the 6th European Conference on Color in Graphics, Imaging, and Vision (CGIV 2012). He is program co-chair for the Eurographics Symposium on Rendering 2011 and area co-chair for the high dynamic range imaging track at Eurographics 2011. Finally, his interests are in the application of knowledge from perception and neuroscience to help solve problems in graphics and related fields.

Rights and permissions

Reprints and permissions

Copyright information

© 2013 Springer-Verlag London

About this chapter

Cite this chapter

Sundstedt, V., Bernhard, M., Stavrakis, E., Reinhard, E., Wimmer, M. (2013). Visual Attention and Gaze Behavior in Games: An Object-Based Approach. In: Seif El-Nasr, M., Drachen, A., Canossa, A. (eds) Game Analytics. Springer, London. https://doi.org/10.1007/978-1-4471-4769-5_25

Download citation

  • DOI: https://doi.org/10.1007/978-1-4471-4769-5_25

  • Published:

  • Publisher Name: Springer, London

  • Print ISBN: 978-1-4471-4768-8

  • Online ISBN: 978-1-4471-4769-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics