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电子竞技与视觉注意力:在游戏观看体验中通过眼动追踪评估游戏内广告

Esports and Visual Attention: Evaluating In-Game Advertising through Eye-Tracking during the Game Viewing Experience.

作者信息

Mancini Marco, Cherubino Patrizia, Cartocci Giulia, Martinez Ana, Di Flumeri Gianluca, Petruzzellis Luca, Cimini Michele, Aricò Pietro, Trettel Arianna, Babiloni Fabio

机构信息

BrainSigns Srl, Via Lungotevere Michelangelo 9, 00192 Rome, Italy.

Faculty of Economics, UNINT-Università degli Studi Internazionali di Roma, Via delle Sette Chiese 139, 00147 Rome, Italy.

出版信息

Brain Sci. 2022 Oct 4;12(10):1345. doi: 10.3390/brainsci12101345.

Abstract

In recent years, technological advances and the introduction of social streaming platforms (e.g., Twitch) have contributed to an increase in the popularity of esports, a highly profitable industry with millions of active users. In this context, there is little evidence, if any, on how users perceive in-game advertising (IGA) and other key elements of the game viewing experience (e.g., facecam and chat) in terms of visual attention. The present eye-tracking study aimed at investigating those aspects, and introducing an eye-tracking research protocol specifically designed to accurately measure the visual attention associated with key elements of the game viewing experience. Results showed that (1) the ads available in the game view (IGAs) are capable altogether to attract 3.49% of the users' visual attention; (2) the chat section draws 10.68% of the users' visual attention and more than the streamer's face, known as a powerful attentional driver; (3) the animated ad format elicits higher visual attention (1.46%) than the static format (1.12%); and (4) in some circumstances, the visual attention elicited by the ads is higher in the "Goal" scenes (0.69%) in comparison to "No-Goal" scenes (0.51%). Relevant managerial implications and future directions for the esports industry are reported and discussed.

摘要

近年来,技术进步以及社交流媒体平台(如Twitch)的引入,推动了电子竞技的日益普及,这是一个拥有数百万活跃用户且利润丰厚的行业。在这种背景下,几乎没有证据表明(即便有也是极少)用户在视觉注意力方面如何看待游戏内广告(IGA)以及游戏观看体验的其他关键要素(如面部摄像头和聊天)。本眼动追踪研究旨在调查这些方面,并引入一种专门设计用于精确测量与游戏观看体验关键要素相关的视觉注意力的眼动追踪研究方案。结果显示:(1)游戏视图中可用的广告(IGA)总共能够吸引用户3.49%的视觉注意力;(2)聊天板块吸引了用户10.68%的视觉注意力,且比主播的面部(被认为是强大的注意力驱动因素)吸引的注意力更多;(3)动画广告形式比静态广告形式引发更高的视觉注意力(1.46%对1.12%);(4)在某些情况下,与“无进球”场景(0.51%)相比,广告在“进球”场景中引发的视觉注意力更高(0.69%)。报告并讨论了对电子竞技行业相关的管理启示和未来方向。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/57d3/9599612/6f914a53e23d/brainsci-12-01345-g0A1.jpg

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