◉ GAZE ATLAS

GAZE ATLAS / RESEARCH REVIEW / 2026-10-16

Eye-tracking games: interaction, purpose, and research

The collection contains 122 records spanning games, prototypes, activity suites, and research environments. This review organizes them by genre, design purpose, and gaze role, with project documentation and research sources.

1. Coverage and classification

Primary categoryRecords
Commercial games34
Research observation & datasets2
Training & serious games22
Indie & small games22
Accessible gaze games16
Research prototypes26

Overlapping tags cover 35 commercial, 24 Steam, 25 indie, 4 award-winning, 21 accessibility, 51 research, 33 training, and 7 VR records. A project can carry several tags.

2. How gaze enters play

Gaze roleRecords
Gaze assistance29
Measurement only3
Gaze control56
Blink detection2
Multimodal28
Gaze-responsive4

Design purposes include entertainment, accessibility, training, assessment, artistic expression, and social interaction. Gaze roles describe control, assistance, multimodal input, responsiveness, blinking, and measurement. The two axes describe motivation and mechanism.

Classification draws on the EyePlay survey and a retrospective of gaze interaction, alongside project documentation. EyePlay (2016) · Gaze interaction retrospective (2018)

3. Genres and design purposes

Simulation and action

Truck, flight, and space simulations use eye and head movement to adjust the view. Action games use gaze for aiming and target selection. Each entry records its documented platform and hardware. Euro Truck Simulator 2 · DCS World · Elite Dangerous · Deus Ex: Mankind Divided

Puzzles, narrative, and experimental mechanics

Stonesight lets players gaze at and stack stones. EyeChess uses gaze for chess selection. Before Your Eyes advances a memory narrative through blinking. SuperVision and Twileyed build challenges around peripheral vision and gaze aversion. Stonesight · EyeChess — endgame tutor · Before Your Eyes · SuperVision

Accessibility and training

EyeMine’s adapted keyboard, Eye Can Fly’s flight settings, and GazePlay’s mini-game suite provide different forms of gaze access. Attention tasks include rapid gaze shifts in Space Race, sustained fixation in Shroom Digger, target selection in Dr. Mole & Mr. Hide, and platform guidance in Kung Fall. These projects share categories and filters with the rest of the collection. Minecraft + EyeMine 2 · GazePlay · Space Race · Shroom Digger · Kung Fall

Research environments and evaluation

Atari-HEAD pairs gameplay actions with gaze. The Overcooked research environment studies collaboration. TrackMaze compares gaze, head movement, and tilt. InViRS and LEGO-puzzle studies examine social attention. Details record study design, sample, and publication type. Atari-HEAD — Atari research game suite · Overcooked — collaborative gaze research environment · TrackMaze · InViRS — Tangram & Bubble Popping · LEGO Puzzle — joint-attention study

VR

Synapse selects telekinesis targets with gaze and manipulates objects with controllers. Rez Infinite provides gaze aiming in its PS VR2 edition, while Switchback links blinking to enemy behavior. Synapse · Rez Infinite · The Dark Pictures: Switchback VR

4. Awards and recognition

Original award links accompany each project’s details.

5. Cognitive and perceptual training

The related collection covers Recollect, Recall, Remember Bee, Poly Rules!, Saving Memo, Sightseeing, and Listen from the Brain Game Center, organized by memory, cognitive flexibility, vision, and hearing. A 2025 gaze-contingent framework documents eye tracking that updates a simulated central scotoma in real time. The gaze-contingent framework is included under Research prototypes, with gaze-responsive interaction and perceptual-learning tasks.

6. Documentation and open data

This source-led scoping review draws on official game pages, developer projects, Steam, institutional repositories, publications, and award records, reviewed through October 16, 2026. Stable IDs link the Chinese and English editions. Suites have one record, and mini-games from a shared study retain the same sample information.

Images include official screenshots, project media, collection overviews, and image placeholders. Each record retains its image source, credit, and rights information. Original descriptions and arrangement use CC BY 4.0; third-party images and papers retain their original terms.

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