# Eye Tracking and Human Influence Factors' Impact on Quality of Experience of Mobile Gaming
## 2 Background and Methodological Overview  
This section provides the related work and a brief overview of the Quality of Experience (QoE) influence factors and corresponding metrics. Regarding the role of gaze and visual attention on user experience and consequent ratings, [PERSON] et al. [30] have examined the impact of gaze and visual attention on user experience and subsequent ratings, identifying perceptions, interpretations, and evaluations as key elements that shape social interactions. They argue that non-verbal social communication, particularly related to perception, is typically mediated by gaze or gestures, indicating that attention is integral to social behavior and can significantly influence user perception. Similarly, [PERSON] et al. [31] analyze the interplay between visual attention and conscious perception, concluding that, unlike internal factors, exogenous orienting may have substantial implications for conceptual perception. [PERSON] also demonstrates that saccadic eye movements (rapid shifts of fixation from one point to another) can be guided by facial cues, thus influencing attention in social scenarios [32]. [PERSON] et al. [33] further assert that attention serves as a fundamental mechanism for selecting objects and locations within an environment. They explore how distracting stimuli in complex visual settings can capture attention, a factor particularly relevant to fast-paced gaming contexts, where player focus is frequently redirected by dynamic on-screen events. In the pursuit of quantifying user gaze, blinks, facial expressions, and visual attention, diverse methodologies have been employed. One approach involves capturing user sessions via conventional cameras and subsequently extracting gaze data using tools such as the open-face toolkit and related software [34; 35]. An alternative method, also used in virtual reality gaming headsets, gauges attention by presenting pop-up stimuli during gaming sessions, potentially accompanied by auditory cues [36; 37]. However, both methodologies have inherent limitations, as the introduction of pop-ups disrupts the user's focus on the content, thereby affecting their attentional allocation [38; 39]. [PERSON] et al. [40] applied the multiple sensorial media (Mulsemedia), which integrates various human senses, arguing that it can enhance QoE in digital environments. Their study presented a range of video stimuli with attributes such as color, shape, and brightness, supplemented by cross-modal sounds. These stimuli were displayed on a monitor  
Figure 2: Pupil Core software v3.5.1. (**a**) Pupil Capture for session recording with fixation detector in the calibrated area; (**b**) Pupil Player screen for replaying the individual session and exporting data. while an external EyeTribe camera tracked user gaze, and heart rate monitoring was also conducted. Although the study is not related to our research and the experimental setup limits user mobility due to the external eye tracker, which affects user experience in mobile gaming, it offers valuable insights for future research regarding Mulsemedia using mobile gaming stimuli. [PERSON] et al. [41] conducted a study based on the different screen sizes of mobile devices with negligible variation in the resolution and its impact on gaming. It was observed that the participants were more immersed during gaming on a mobile screen with a larger screen size. The participants were evaluated on their involvement, enjoyment, attention, and challenge while they were playing on different screen sizes. [PERSON] et al. [42] conducted an experiment in which participants played four different games while their eye movements and gaze patterns were observed and documented using heat maps to indicate the user's focus throughout the experiment. However, the games used in the experiment were lesser-known and not mainstream, without considering factors such as resolution or personal bias. In contrast, our research primarily focuses on human interaction factors (IFs).