Looking Outside the Box: Reflecting on Gaze Interaction in Gameplay
summary
Built a playable toolkit, Twileyed, of three eye-tracked mini-games (Witches, Dorian Gray, Jekyll & Hyde) that require keyboard for movement and gaze for core mechanics so the games are unplayable without an eye tracker. User sessions reveal concrete behaviors: players avoid looking to mask intentions, rely on peripheral vision, and adopt novel strategies; 90% reported feeling they controlled an NPC (villager) rather than just the avatar. Claim: gaze can do more than point—enable indirect control and challenging mechanics—and the prototypes validate that.
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