
An Evaluation Research on Dynamic Hit Stop Using Eye Gaze
Rena Tomizawa
1
and Tomokazu Ishikawa
1,2 a
1
Toyo University, 1-7-11 Akabanedai Kita-ku, Tokyo, Japan
2
Prometech CG Research, 3-34-3 Hongo bunkyo-ku, Tokyo, Japan
Keywords:
Hit Stop, Eye Gaze, Game Design.
Abstract:
The purpose of this study was to verify whether the response changes when hit stop, one of the elements
of GameFeel, is changed according to gaze information. First, several participants play the action game by
changing the hit stop duration and answer a questionnaire. Based on the results of this questionnaire, the
boundary between pleasant and unpleasant hit stop duration is determined based on the idea of discriminant
analysis method. Next, within a comfortable hit stop duration range, we examined whether the response is
different when the hit stop duration is changed according to the gazing duration. As a result, designing hit stop
duration that corresponds to staring duration is important to improve GameFeel.
1 INTRODUCTION
In recent years, the topic of indie games and game
development has often been discussed at the research
level. At the same time, attention is being paid to
the mechanics of the game. There has been a lot of
talk about the “GameFeel” element as a mechanism
in the game. GameFeel is the “sense of feeling” that
players receive during gameplay. Games are multi-
sensory experiences, but the narrative content, mu-
sic, art, and many other aspects of the game influ-
ence the feel of the game. GameFeel places more em-
phasis on the role played by interactivity. This paper
will focus on the design of player interaction with the
game, with reference to the survey by Pichlmair and
Johansen (Pichlmair and Johansen, 2022).
In explaining GameFeel, it is necessary to de-
scribe “juice”. Juice is the excessive amount of feed-
back in relation to user input to enhance interactivity.
The purpose of juice is to make people feel that the
players’ actions have meaning and that game players
can predict the outcome. A game that is good texture,
properly staged and lively is sometimes called a juicy
game.
A research on GameFeel concerns how players’
minds and bodies experience emotions when playing
games. How to design for the emotional aspects of
the play experience should be studied not only in the
field of games, but also in relation to design theory,
a
https://orcid.org/0000-0002-9176-1336
psychology, ergonomics, philosophy, and many other
fields. It is believed that elucidating the elements of
GameFeel will help us to understand what variables
are involved in enhancing the immersive experience
of a game, and will broaden the scope of expression
in game development. Pichlmair and Johansen classi-
fied the components of GameFeel into the following
five categories; “movement and actions”, “event sig-
nification”, “time manipulation”, “persistence” and
“scene framing”in Figure 1 (Pichlmair and Johansen,
2022). These elements are further subdivided into 31
items. When designers intentionally elicit emotion,
“hit stop” is often used from among these elements.
The purpose of this study was to verify whether
the response changes when hit stop, one of the ele-
ments of GameFeel, is changed according to gaze in-
formation. Hit stop is a type of visual feedback in
which the animation displays a pause or slow-motion
effect at the moment of impact (attack, being hit,
landing depending on the falling altitude). In previ-
ous researches related to hit stop, it has been discov-
ered that the pseudo-shock sensation is increased by
vibrating the remote control simultaneously with hit
stop (Hachisu et al., 2011) or by changing the dura-
tion of hit stop according to body velocity (Ban and
Ujitoko, 2021).
In this study, an experiment is conducted to test
the hypothesis that if the pseudo-shock sensation can
be increased by combining hit stop in addition to tac-
tile sensation or body velocity, then the combination
between visual information and hit stop may provide
Tomizawa, R. and Ishikawa, T.
An Evaluation Research on Dynamic Hit Stop Using Eye Gaze.
DOI: 10.5220/0012461400003660
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 19th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2024) - Volume 1: GRAPP, HUCAPP
and IVAPP, pages 151-158
ISBN: 978-989-758-679-8; ISSN: 2184-4321
Proceedings Copyright © 2024 by SCITEPRESS – Science and Technology Publications, Lda.
151