COGAIN Symposium Wuppertal, August 21st 2017. 1 Introduction As of today, low-cost eye tracking hardware like the Tobii EyeX (Tobii Gaming, 2017) is available for end users. These affordable devices offer easy to use and stable eye tracking performance. However, most games utilize gaze data only as additional input source, while still relying on mouse and/or keyboard or gamepad input (Isokoski & Martin, 2006; Isokoski, Joos, Spakov, & Martin, 2009; Nacke, Stellmach, Sasse, & Lindley, 2010), or perform gaze-based emulation of the traditional devices (Istance, Bates, Hyrskykari, & Vickers, 2008; Istance, Hyrskykari, Immonen, and Mansikkamaa, & Vickers, 2010). In this work, we primarily focus on two questions: How is a game solely controlled by gaze accepted and performed by lay users; and how to interpret the gaze on the screen within the gaming environment. For this purpose, we developed a gaze-controlled game and placed it in a standalone arcade box on the state horticulture exhibition 2015 in Landau, Germany, for a period of six month. Multiple disciplines of eye tracking research (Kumar, Menges, & Staab, 2016) were combined to provide a wholesome user experience. Players were introduced to eye tracking, fulfilled a 5-point calibration, selected the language via dwell time buttons and entered a nickname for the high score list using a gaze- based text input mechanism – inspired by Dasher (Ward, Blackwell, & MacKay, 2000). Key features of this work: x Interface and avatar controlled solely by user’s gaze x Three approaches of mapping gaze to avatar position x Educational part including flower species information, and collection of users’ fixation data on images Methods The game is subdivided into five consecutive states, as shown in Figure 1: After an idle screen and introduction about eye-based input (a), which are controlled with a sin- gle physical buzzer, the player is guided through a 5-point calibration process. Then, the tutorial screen (b) presents the game mechanics, where either German or English local- ization can be selected by the fixation of dwell time based buttons. The actual game state loads and the avatar is pre- sented (c). After a session, the player is asked to enter her nickname for the high score table, using the onscreen key- board (d). This keyboard consists of the Latin alphabet including German umlauts in uppercase and is displayed at top of the screen. On fixation, the chosen letter starts to move downwards while increasing in size. When a certain vertical offset is reached, the letter is typed and the key- board is reset. After the gaming session, a qualitative sur- vey is presented to some players (e). Game State The game state itself is split into the flower mode, which is the initial mode, and the picture mode. During flower The 2017 COGAIN Symposium: Communication by Gaze Interaction Wuppertal, Germany. August 19th and 21st, 2017 This work is licensed under the Creative Commons Attribution- NonCommercialNoDerivatives 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc- nd/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. Schau genau! A Gaze-Controlled 3D Game for Entertainment and Education Raphael Menges1 Chandan Kumar1 Ulrich Wechselberger1 Christoph Schaefer2 Tina Walber2 Steffen Staab1 1Institute of Web Science and Technologies University of Koblenz-Landau, Germany 2 EYEVIDO GmbH Koblenz, Germany Eye tracking devices have become affordable. However, they are still not very much pre- sent in everyday lives. To explore the feasibility of modern low-cost hardware in terms of reliability and usability for broad user groups, we present a gaze-controlled game in a standalone arcade box with a single physical buzzer for activation. The player controls an avatar in appearance of a butterfly, which flies over a meadow towards the horizon. Goal of the game is to collect spawning flowers by hitting them with the