Visual Attention and Emotion Analysis Based on Qualitative Assessment and Eyetracking Metrics—The Perception of a Video Game Trailer
<p>Sketch of the two-peak structure of drama film trailers.</p> "> Figure 2
<p>Use of the eyetracking device.</p> "> Figure 3
<p>Scene perception. We fixate on the features that attract our visual attention and construct the scene using the information gathered during fixations [<a href="#B23-sensors-23-09573" class="html-bibr">23</a>].</p> "> Figure 4
<p>Test room. Participant viewing the trailer with the eyetracking device.</p> "> Figure 5
<p>Diagram of Robert Plutchik’s wheel of emotions [<a href="#B35-sensors-23-09573" class="html-bibr">35</a>].</p> "> Figure 6
<p>Outline of the methodology used in this research.</p> "> Figure 7
<p>Images of the process carried out at the Polytechnic University of Catalonia (UPC) in Terrassa, Spain. (<b>a</b>) The first step is in the discovery phase, (<b>b</b>) the second step is in the exploration phase, and (<b>c</b>) the third step is in the analysis phase.</p> "> Figure 8
<p>Image representing stimulus 1 introduction.</p> "> Figure 9
<p>Image representing gameplay stimulus 2.</p> "> Figure 10
<p>Image representing stimulus 3 of the final part.</p> "> Figure 11
<p>Areas of interest indicated in the middle phase of gameplay.</p> "> Figure 12
<p>Areas of interest indicated in the final phase.</p> "> Figure 13
<p>Gaze plot of participant 3 during the visualization of the gameplay part.</p> "> Figure 14
<p>Gaze plot of participant 10 during the viewing of the final stimulus.</p> "> Figure 15
<p>Heat map of all participants during gameplay viewing.</p> "> Figure 16
<p>Heat map of all participants during the visualization of the final part.</p> "> Figure 17
<p>Attention points generated via all participants in the final stimulus.</p> "> Figure 18
<p>Fixation points generated via all participants in the final stimulus.</p> "> Figure 19
<p>Gaze plot of all participants. Each color represents the visual path of a user.</p> "> Figure 20
<p>A visualization pattern was generated from the gaze plots of the participants in the previous image.</p> "> Figure 21
<p>Emotional assessment of the participants regarding the trailer.</p> "> Figure 22
<p>Visualization of the collected emotional data.</p> "> Figure 23
<p>Plot of all pairs of feelings.</p> "> Figure 24
<p>The attention points of all participants in the introductory stimulus. (<b>a</b>) The attention points of all participants, each of them having a different color; (<b>b</b>) the area where most of the attention points are focused.</p> "> Figure 25
<p>The attention points of all participants in the gameplay stimulus. (<b>a</b>) The attention points of all participants, each of them having a different color; (<b>b</b>) the area where most of the attention points are focused.</p> "> Figure 26
<p>The attention points of all participants in the final stimulus. (<b>a</b>) The attention points of all participants, each of them having a different color; (<b>b</b>) the area where most of the attention points are focused.</p> ">
Abstract
:1. Introduction
1.1. Video Game Trailers
- Hardware interaction-focused trailers are common when new technology emerges, as seen in the trailers for the Guitar Hero franchise;
- Performative trailers are audiovisual pieces showing gameplay from the perspective of a viewer watching players interact with the game or the viewer watching the screen;
- Transmedia extension trailers [13] are centered on linear and cinematic representations of the fictional world of the video game;
- Interactive trailers replicate the video game’s interface, focusing more on the ludic aspects to convey its non-linearity.
- First act: introduces the characters and the movie’s setting;
- Second act: complicates the world of the characters with obstacles to overcome;
- Third act: intensifies conflicts and increases tension, excitement, and humor;
- This structure can be represented as a trajectory that is low at the beginning and gradually ascends toward the end of the trailer. However, to capture the viewer’s attention, Thomsen and Heiselnerg [8] argue that the first part of the trailer should include a peak of excitement for stimuli to gain priority processing. These assumptions can be translated into the structure of two peaks indicated in Figure 1.
1.2. Visual Attention
- Orientation: movement of the eyes, head, and neck toward where the new object is located;
- Alertness: vigilance;
- Filtering: selection of the stimuli to which attention is paid;
- Concentration: Sustained attention that can be maintained voluntarily.
1.3. Eyetracking Technology
1.4. Emotional Behavior
- Joy: an affective feeling of brief duration that causes a pleasant sensation. It manifests as optimism, triumph, and increased energy. Depending on its degree of intensity, it can vary between serenity, joy, and ecstasy.
- Confidence: a feeling of learning to live with one’s own and other people’s mistakes, prioritizing the positive aspects over the painful ones. Depending on its degree of intensity, it can oscillate between acceptance, trust, and admiration.
- Fear: a feeling of uneasiness caused by real or imagined danger. Depending on its degree of intensity, it may involve apprehension, fear, terror, or panic.
- Surprise: Transitory emotional disturbance caused by an unforeseen, unexpected event. According to its degree of intensity, it can vary between distraction, surprise, and astonishment.
- Sadness: a state of affliction in which the person feels dejection, normally produced due to some setback. Depending on its degree of intensity, it can oscillate between isolation, sadness, grief, or depression.
- Rejection: the repugnance produced by something that is unpleasant and aversive. Depending on its degree of intensity, it may involve boredom, rejection, abhorrence, or disgust.
- Anger: a feeling of annoyance. Depending on its degree of intensity, it can be annoyance, anger, or rage.
- Anticipation: a search for answers, resources, or alternatives to confront conflicts.
2. Materials and Method
- Step 1: Discovery phase;
- Step 2: Exploration phase;
- Step 3: Analysis phase.
2.1. Discovery Phase
2.2. Exploration Phase
2.3. Analysis Phase
- Joy, with a maximum intensity degree of ecstasy;
- Confidence, with a maximum intensity of admiration;
- Fear, with a maximum intensity of terror;
- Surprise, with a maximum intensity of amazement;
- Sadness, with a maximum degree of intensity of regret;
- Rejection, with a maximum intensity level of abhorrence;
- Anger, with a maximum intensity degree of anger;
- Anticipation, with a maximum intensity of alertness.
2.4. Participants
3. Findings and Results
3.1. Discovery Phase
Pre-Questionnaire
3.2. Exploration Phase
3.2.1. Eyetracker
3.2.2. Areas of Interest (AOI)
3.2.3. Gaze Plot
3.2.4. Heat Map
3.2.5. Points of Attention
3.2.6. Fixing Points
3.2.7. Display Pattern
3.3. Analysis Phase
3.3.1. Interview
- Question: What is the trailer about?
- User 6: “The game is about a character who coexists with animals and magical creatures. From what I gathered in the trailer, it seems like she helps them build a boat. However, at a certain point, she aids them in transitioning to the afterlife and accompanies them on a journey to the other side. Ultimately, the animals transform into constellations in the sky”.
- User 11: “It’s about a game that, at first glance, seems to involve gathering different materials to build homes for the animals. However, later in the trailer, it mentions that ‘it’s time to say goodbye’. At that point, it felt like a limbo to me. So, you need to complete a series of missions to fulfil each animal’s final wish before they pass away”.
- Question: Looking at the trailer, is it a video game you would play?
- User 4: “Watching the trailer, I would definitely play “Spiritfarer”. Even though the trailer doesn’t tell the story, it does imply there’s an interesting narrative”.
- User 7: “Yes, because I really enjoy these indie game ventures that explore unique, more personal, and intimate themes”.
- User 5: “It’s not the typical game I’d buy, but I wouldn’t say no to it either”.
- User 9: “I don’t enjoy narrative stories, so it’s not a game I would play”.
- Question: Does the trailer help you connect with the characters?
- User 4: “In a way, it helps me connect, especially with the protagonist”.
- User 12: “It does help, and, above all, one noteworthy aspect beyond aesthetics is the sound in the trailer that aligns perfectly with the different actions you can see in the video. In my case, it greatly aids my connection. I noticed it particularly at the end of the trailer. It complements the narrative exceptionally well and facilitates an emotional connection”.
- Negative evaluations:
- User 6: “Not directly with the characters, but yes, with the universe they’ve created. More emotional universes, and the music resonates with me a lot”.
- User 9: “Not for me because I’ve seen more of the interaction between the characters, and there’s clearly a relationship, but it hasn’t helped me connect with them”.
- Question: Why do you think the characters are animals?
- User 5: “I think the animal’s character serves to reflect the character’s attitude as if it were a person”.
- User 7: “The characters are animals, and you don’t feel any prejudice as a person. I think it’s a very well-thought-out way to create a very intimate relationship between the player and the NPCs without the player having anything against helping the characters”.
- Question: The actual concept of the trailer was explained to the participant—"As you can see, the “Spiritfarer” trailer is about death and knowing how to say goodbye"—and then the participants were asked: What are the elements that conveyed to you that it is about death?
- User 11: “When the lion disappears, they hug, and then you can see a light on the bridge, which represents the circle of life coming to an end. It turns into a constellation”.
- User 6: “For me, the most important thing is the fact that they were taken on a boat. And then they disappear. It reminded me of mythology where there was a ferryman who accompanied people to death. And, in the end, it turns into a constellation”.
3.3.2. Emotions Questionnaire
- Feelings of joy: very little joy (1), little joy (2), joyful (3), very joyful (4), ecstasy (5);
- Feelings of trust: very untrustworthy (1), untrustworthy (2), trustworthy (2), very trustworthy (4), admiration (5);
- Feelings of fear: very little fear (1), little fear (2), fear (3), very much fear (4), terror (5);
- Feelings of surprise: very little surprising (5), little surprising (4), surprising (3), very surprising (4), amazement (5);
- Feelings of Sadness: very little sad (1), little sad (2), Sad (3), very sad (4), very sad (4), very sad (5);
- Feelings of rejection: very little rejection (1), little rejection (2), rejection (3), very much rejection (4), abhorrence (5);
- Feelings of anger: very little anger (1), little anger (2), anger (3), much anger (4), anger (5);
- Feelings of anticipation: very little interest (1), little interest (2), interest (3), much interest (4), alertness (5).
3.3.3. Narrative Questionnaire
- Introduction: In the introduction phase of the trailer, the predominant emotion was joy, reaching 84.62%. This response was triggered through the presentation of images and music that created an expectation in the viewer, making them look forward with interest to what would happen next. Additionally, in this stage, other emotions, such as trust (53.85%), were aroused through the display of positive images like natural landscapes and animals. Anticipation and surprise (23.08%) were also present, stemming from the perception that the trailer was well-crafted and augured a high-quality production. Lastly, sadness and disgust reached 7.69%. Fear and anger (0.00%) were not present in this phase, as they are emotions generally associated with negative or threatening situations.
- Gameplay: In the gameplay section, the most dominant emotion was trust (92.31%) because the gameplay presented exciting and fun images and actions. Other emotions that manifested in this phase were joy (76.92%) and surprise (46.15%), resulting from the feeling that the game would be entertaining and challenging. Anticipation (38.46%) was present due to the expectation of what would happen next. Fear (15.38%), sadness, and disgust (7.69%) were experienced in some action scenes but did not prevail as the predominant emotion. Finally, anger was the emotion experienced the least, representing 0%.
- Final: In the conclusion of the trailer, the most prominent emotion was sadness (92.31%); this was due to the unexpected and disappointing outcome for some viewers. Another emotion present in this phase was surprise (61.54%), generated through the feeling of loss or disappointment. Trust (30.77%) was present, stemming from dissatisfaction with the conclusion. Disgust represented 15.38%, while anger and joy were both at 7.69%. Fear (0.00%) did not manifest at this stage, as the story concluded.
- The analysis of the emotion questionnaire presented in the image reveals that the trailer elicited a range of positive emotions, such as joy, confidence, and anticipation. However, the conclusion of the trailer generated a negative emotion, anger, in some viewers.
3.3.4. Expectation Questionnaire
3.3.5. Relationships between Points of Attention, Emotions, and Storytelling Structure of the Trailer
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Acknowledgments
Conflicts of Interest
References
- Law, E.L.-C.; Roto, V.; Hassenzahl, M.; Vermeeren, A.P.; Kort, J. Understanding, scoping and defining user experience: A survey approach. In Proceedings of the Conference on Human Factors in Computing Systems, Boston, MA, USA, 4–9 April 2009; pp. 719–728. [Google Scholar] [CrossRef]
- Mahlke, S.; Minge, M. Consideration of multiple components of emotions in human-technology interaction. In Affect and Emotion in Human-Computer Interaction: From Theory to Applications; Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Springer: Berlin/Heidelberg, Germany, 2008; Volume 4868 LNCS, pp. 51–62. [Google Scholar] [CrossRef]
- Mahlke, S.; Minge, M.; Thüring, M. Measuring multiple components of emotions in interactive contexts. In Proceedings of the Conference on Human Factors in Computing Systems, Montréal, QC, Canada, 22–27 April 2006; pp. 1061–1066. [Google Scholar] [CrossRef]
- Svelch, J. Towards a typology of video game trailers: Between the ludic and the cinematic. Convergence 2015, 4, 17–21. [Google Scholar] [CrossRef]
- Švelch, J. Exploring the Myth of the Representative Video Game Trailer. 2017, pp. 7–36. Available online: www.kinephanos.ca (accessed on 2 November 2023).
- Juul, J. Handmade Pixels: Independent Video Games and the Quest for Authenticity; MIT Press: Cambridge, MA, USA, 2019; p. 316. [Google Scholar]
- Ruffino, P. Independent Videogames: Cultures, Networks, Techniques and Politics; Routledge: London, UK, 2020; p. 286. [Google Scholar]
- Thomsen, M.; Heiselberg, L. Arousing the audience: The two-peak structure of drama film trailers. J. Scand. Cine. 2020, 10, 45–65. [Google Scholar] [CrossRef]
- Genette, G. Paratexts: Thresholds of Interpretation; Cambridge University Press: Cambridge, NY, USA, 1997; p. 427. Available online: https://books.google.com/books/about/Paratexts.html?hl=ca&id=AmWhQzemk2EC (accessed on 2 November 2023).
- Consalvo, M. Cheating: Gaining Advantage in Videogames; MIT Press: Cambridge, MA, USA, 2007; Available online: http://mitpress.mit.edu (accessed on 2 November 2023).
- Bryan-Mitchell, Y. The Disappearance and Reappearance and Disappearance of the Player in Videogame Advertising. 2007. Available online: http://www.digra.org/wp-content/uploads/digital-library/07312.01482.pdf (accessed on 2 November 2023).
- Juul, J. Half-Real: Video Games between Real Rules and Fictional Worlds; MIT Press: Cambridge, MA, USA, 2005; p. 233. [Google Scholar]
- Jenkins, H. Convergence Culture. 2006. Available online: www.paidos.com (accessed on 2 November 2023).
- Garrett, S. The Art of First Impressions: How to Cut a Movie Trailer. Filmmaker. Available online: https://filmmakermagazine.com/37093-first-impressions/ (accessed on 2 November 2023).
- Bartsch, A. Emotional Gratification in Entertainment Experience. Why Viewers of Movies and Television Series Find it Rewarding to Experience Emotions. Media Psychol. 2012, 15, 267–302. [Google Scholar] [CrossRef]
- Christoforou, C.; Christou-Champi, S.; Constantinidou, F.; Theodorou, M. From the eyes and the heart: A novel eye-gaze metric that predicts video preferences of a large audience. Front. Psychol. 2015, 6, 118967. [Google Scholar] [CrossRef] [PubMed]
- Devlin, M.B.; Chambers, L.T.; Callison, C. Targeting Mood: Using Comedy or Serious Movie Trailers. J. Broadcast. Electron. Media 2011, 55, 581–595. [Google Scholar] [CrossRef]
- Colmenero, J.; Catena, A.; Fuentes, L. Atención visual: Una revisión sobre las redes atencionales del cerebro. An. Psicol./Ann. Psychol. 2001, 17, 45–67. [Google Scholar] [CrossRef]
- Carter, R. El Nuevo Mapa Del Cerebro. Integral. 1998. Available online: https://www.academia.edu/64145668/El_nuevo_mapa_del_cerebro_1998_Rita_Carter (accessed on 2 November 2023).
- Ainsley, F.C. How to Use Visual Cues in Web Design|by Ainsley F|UX Planet. Available online: https://uxplanet.org/how-to-use-visual-cues-in-web-design-a23febee9039 (accessed on 2 November 2023).
- Fandom. Available online: https://psicologia.fandom.com/es/wiki/Respuesta_de_orientaci%C3%B3n (accessed on 2 November 2023).
- Tobii Technology AB, TOBII T60 & T120. Available online: https://www.tobii.com/resource-center/reports-and-papers/the-search-for-why (accessed on 2 November 2023).
- Tobii Technology AB. Tobii EyeTracking Introductions WhitePaper. Tobii Technology AB. Available online: https://connect.tobii.com/s/welcome-to-tobii-pro-academy?language=en_US (accessed on 2 November 2023).
- Tonkin, C.; Ouzts, A.D.; Duchowski, A.T. Eye tracking within the packaging design workflow: Interaction with physical and virtual shelves. ACM International Conference Proceeding Series. In Proceedings of the 1st Conference on Novel Gaze-Controlled Applications, Karlskrona, Sweden, 26–27 May 2011. [Google Scholar] [CrossRef]
- O’Malley, D.; Latimer, A.; Berenbaum, E. Using Eye Tracking Technology to Determine the Most Effective Viewing Format and Content for Osteoporosis Prevention Print Advertisements. J. Appl. Biobehav. Res. 2011, 16, 167–186. [Google Scholar] [CrossRef]
- Bernhaupt, R.; Eckschlager, M.; Tscheligi, M. Methods for evaluating games: How to measure usability and user experience in games? ACM Int. Conf. Proceeding Ser. 2007, 203, 309–310. [Google Scholar] [CrossRef]
- Wang, J.C.; Day, R.F. The effects of attention inertia on advertisements on the WWW. Comput. Hum. Behav. 2007, 23, 1390–1407. [Google Scholar] [CrossRef]
- Norman, D.A. Designing Emotions Pieter Desmet. Des. J. 2003, 6, 60–62. [Google Scholar] [CrossRef]
- Fredrickson, B.L. The broaden-and-build theory of positive emotions. Philos. Trans. R. Soc. B Biol. Sci. 2004, 359, 1367–1377. [Google Scholar] [CrossRef] [PubMed]
- Tugade, M.M.; Fredrickson, B.L. Resilient Individuals Use Positive Emotions to Bounce Back from Negative Emotional Experiences. J. Personal. Soc. Psychol. 2004, 86, 320–333. [Google Scholar] [CrossRef] [PubMed]
- Norman, D. Emotion & design. Interactions 2002, 9, 36–42. [Google Scholar] [CrossRef]
- Garcia, S. Medición de Las Emociones: El Autoinforme Como Alternativa de la Biométrica—User Experience Magazine. Available online: http://uxpamagazine.org/measuring-emotions/?lang=es (accessed on 2 November 2023).
- Robert. Plutchik and Robert. Plutchik, Emotions and Life: Perspectives from Psychology, Biology, and Evolution. 2003, p. 381. Available online: https://www.casadellibro.com/libro-emotions-and-life-perspectives-from-psychology-biology-and-evolution/9781557989499/943516 (accessed on 2 November 2023).
- Plutchik, R. The Nature of Emotions. Am. Sci. 2001, 89, 344–350. Available online: https://www.academia.edu/43620307/The_Nature_of_Emotions_Plutchik_2001_ (accessed on 2 November 2023). [CrossRef]
- Plutchik, R. Emotions and Life: Perspectives from Psychology, Biology, and Evolution; American Psychological Association: Washington, DC, USA, 2003; p. 381. [Google Scholar]
- Deci, E.L.; Ryan, R.M. The ‘What’ and ‘Why’ of Goal Pursuits: Human Needs and the Self-Determination of Behavior. Psychol. Inq. 2000, 11, 227–268. [Google Scholar] [CrossRef]
- Sutcliffe, A. Designing for User Engagement: Aesthetic and Attractive User Interfaces. Synth. Lect. Hum.-Cent. Inform. 2009, 2, 1–55. [Google Scholar] [CrossRef]
- Norman, D. Diseño Emocional: Metodologías y Herramientas Para Cuantificar Emociones; Paidós: Barcelona, Spain, 2005; Available online: http://wiki.ead.pucv.cl/images/5/50/Ensayopresentaciongabriela.pdf (accessed on 2 November 2023).
- Zarour, M. User Experience Aspects and Dimensions: Systematic Literature Review. Int. J. Knowl. Eng. 2017, 3, 52–59. [Google Scholar] [CrossRef]
- Cypress, B.S. Rigor or Reliability and Validity in Qualitative Research: Perspectives, Strategies, Reconceptualization, and Recommendations. Dimens. Crit. Care Nurs. 2017, 36, 253–263. [Google Scholar] [CrossRef]
- Nor, A.L.; Alcaraz-Moreno, N.; Rojas, J.G.; Rebolledo-Malpica, D. Aplicabilidad de los criterios de rigor y éticos en la investigación cualitativa. Aquichan 2012, 12, 263–274. [Google Scholar] [CrossRef]
- Morse, J.M. Critical Analysis of Strategies for Determining Rigor in Qualitative Inquiry. Qual. Health Res. 2015, 25, 1212–1222. [Google Scholar] [CrossRef]
- Morse, J.M.; Barrett, M.; Mayan, M.; Olson, K.; Spiers, J. Verification Strategies for Establishing Reliability and Validity in Qualitative Research. Int. J. Qual. Methods 2002, 1, 13–22. [Google Scholar] [CrossRef]
- Leung, L. Validity, reliability, and generalizability in qualitative research. J. Fam. Med. Prim. Care 2015, 4, 324–327. [Google Scholar] [CrossRef] [PubMed]
- Weller, S.C.; Vickers, B.; Bernard, H.R.; Blackburn, A.M.; Borgatti, S.; Gravlee, C.C.; Johnson, J.C. Open-ended interview questions and saturation. PLoS ONE 2018, 13, e0198606. [Google Scholar] [CrossRef] [PubMed]
- Schmidt-Atzert, L. Psicología de las Emociones [Versión Castellana de Alfredo Guéra Miralles]; Herder: Barcelona, Spain, 1985. [Google Scholar]
- Sauro, J.; Lewis, J.R. Quantifying the User Experience: Practical Statistics for User Research, 2nd ed.; Morgan Kaufmann: Cambridge, MA, USA, 2016; pp. 1–350. [Google Scholar]
- Waszkiewicz, A.; Bakun, M. Towards the aesthetics of cozy video games. J. Gaming Virtual Worlds 2020, 12, 225–240. [Google Scholar] [CrossRef]
- Nielsen, J. Why You Only Need to Test with 5 Users. Available online: https://www.nngroup.com/articles/why-you-only-needto-test-with-5-users (accessed on 4 October 2023).
Section | Joy | Trust | Fear | Surprise | Sadness | Disgust | Anger | Anticipation |
---|---|---|---|---|---|---|---|---|
Introduction | 84.62% | 53.85% | 0.00% | 23.08% | 7.69% | 7.69% | 0.00% | 23.08% |
Gameplay | 76.92% | 92.31% | 15.38% | 46.15% | 7.69% | 7.69% | 0.00% | 38.46% |
Final | 7.69% | 30.77% | 0.00% | 61.54% | 92.31% | 15.38% | 7.69% | 30.77% |
None | 0.00% | 0.00% | 84.62% | 0.00% | 7.69% | 69.23% | 92.31% | 23.08% |
Average | |
---|---|
Confidence/Distrust | 78.85% |
High quality/Low quality | 78.85% |
Useful/Not useful | 59.62% |
Interesting/Boring | 69.23% |
Familiar/Unfamiliar | 65.38% |
Comfortable/Uncomfortable | 90.38% |
Attractive/Unattractive | 76.92% |
Innovative/Conventional | 51.92% |
Simple/Complicated | 59.62% |
Close/Distant | 73.08% |
Fun/Boring | 65.38% |
Introduction | Gameplay | Final |
---|---|---|
Predominant emotions when viewing the trailer | ||
Joy | Trust | Sadness |
Final interview | ||
What is the trailer about? | ||
“The game is about a character who coexists with animals and magical cre + B14atures” (U6). | “It seems like she helps them build a boat” (U6). | “She aids them in transitioning to the afterlife and accompanies them on a journey to the other side. Ultimately, the animals transform into constellations in the sky” (U6). |
“It’s about a game that, at first glance, seems to involve gathering different materials to build homes for the animals” (U11). | “Later in the trailer, it mentions that ‘it’s time to say goodbye’. At that point, it felt like a limbo to me. So, you need to complete a series of missions to fulfil each animal’s final wish before they pass away”(U11). | |
Looking at the trailer, is it a video game you would play? | ||
“I really enjoy these indie game ventures that explore unique, more personal, and intimate themes” (U7). | ||
Does the trailer help you connect with the characters? | ||
“It does help, and, above all, one noteworthy aspect beyond aesthetics is the sound in the trailer that aligns perfectly with the different actions you can see in the video. In my case, it greatly aids my connection. I noticed it particularly at the end of the trailer. It complements the narrative exceptionally well and facilitates an emotional connection”(U12). | ||
What are the elements that conveyed to you that it is about death? | ||
“When the lion disappears, they hug, and then you can see a light on the bridge, which represents the circle of life coming to an end. It turns into a constellation” (U11). | ||
“For me, the most important thing is the fact that they were taken on a boat. And then they disappear. It reminded me of mythology where there was a ferryman who accompanied people to death. And, in the end, it turns into a constellation” (U6). | ||
Thinking aloud during the display | ||
“At first glance it looks interesting. The art style looks cool” (U4). | “The animation is very well done. There don’t seem to be any enemies” (U6). | “It looks like a game that I don’t know if it makes you cry but at least it makes you feel things, it has a powerful story” (U4). |
“I feel joy, emotion” (U14). | “The game is for enjoyment. Any task needs an evolution. You seem to have the game very much under control. There are times when it reminded me of when I was playing. A platformer, just the satisfaction of jumping was something I hadn’t felt in any game” (U7). | “Now it looks sad. Very cool animations. It’s like they take the animals away when they die. You have cool shots and the pacing of the trailer is very appropriate” (U6). |
“The mechanics are not simple. Enriching elements that make you think about many things. It reminds me a lot of Gris game” (U3) | “When you have to say goodbye it is very hard. Everything is always delayed so that you don’t have to say goodbye” (U7). | |
“It seems to be about doing homework” (U14). | “We seem to be moving on to something sadder” (U14). |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Villegas, E.; Fonts, E.; Fernández, M.; Fernández-Guinea, S. Visual Attention and Emotion Analysis Based on Qualitative Assessment and Eyetracking Metrics—The Perception of a Video Game Trailer. Sensors 2023, 23, 9573. https://doi.org/10.3390/s23239573
Villegas E, Fonts E, Fernández M, Fernández-Guinea S. Visual Attention and Emotion Analysis Based on Qualitative Assessment and Eyetracking Metrics—The Perception of a Video Game Trailer. Sensors. 2023; 23(23):9573. https://doi.org/10.3390/s23239573
Chicago/Turabian StyleVillegas, Eva, Elisabet Fonts, Marta Fernández, and Sara Fernández-Guinea. 2023. "Visual Attention and Emotion Analysis Based on Qualitative Assessment and Eyetracking Metrics—The Perception of a Video Game Trailer" Sensors 23, no. 23: 9573. https://doi.org/10.3390/s23239573
APA StyleVillegas, E., Fonts, E., Fernández, M., & Fernández-Guinea, S. (2023). Visual Attention and Emotion Analysis Based on Qualitative Assessment and Eyetracking Metrics—The Perception of a Video Game Trailer. Sensors, 23(23), 9573. https://doi.org/10.3390/s23239573