Examining Chocolate-Covered Broccoli: Eyetracking Evaluation of the ExMan Serious Game

ID: 45965 Type: Full Paper: Case Study
  1. Seugnet Blignaut, Gordon Matthew, and Chrisna Botha-Ravyse, North-West University, South Africa

Tuesday, June 23 4:00 PM-5:00 PM Location: Salon Jarry View on map

Presider: Karen Fiorillo, EdD, University of Phoenix, United States

Abstract: Engaging users to playtest serious games during game design uncovers the value of design elements that contribute towards learning and fun during gameplay. During a first wire-frame test of the functionality of the ExMan serious game, students’ learning and their learning experiences increased. They indicated that they did not like reading information task passages. It was not obvious how students utilized these passages during gameplay to collect information to progress to a next game level. For the adequate depth of processing of information, fixation duration is necessary. We propose that eyetracking could record how users attended to a design element in serious games. The longer an area of interest (AOI) is visited, the higher the cognitive load, and the deeper the processing of the information. This paper analyses the extent to which foodservice management students at a South African university fixated on an AOI in a food service management serious game.


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