Evaluating Game Enjoyment using Gaze Data and Self Report Abstract In both game-based and flow-based research, there has been a lot of interest in developing an appropriate model for evaluating user enjoyment of video game play. The goal of this study was to find out which game the children preferred, as well as whether or not there was a link between the length of time spent playing the game and the children's rating and enjoyment of the game (or vice versa). The goal of this research is also to discover that youngsters spent less time overall playing game C than they did playing game A. Each participant played an interactive video game and subsequently evaluated their gaming experiences using the updated Flow scale, which included the dimensions of time, smileyometer, and favourite game. This research had a total of 28 participants. It was possible to get an average of the data, game comparisons, and a frequency table. It has also been established which games are popular with both boys and girls in the younger age group. Introduction To provide students with up-to-date training in many skill sets that will be important in the future, science must emphasise the use of abundant data. Researcher states that educators and game designers may and should use these gaming skills seen in young people into educational scientific games. When analysing the impact of gaming on education, researchers use both quantitative and qualitative data-gathering methods. The flow-based and gamebased research of video game player enjoyment has grown throughout the years. This study sought to discover which video games children preferred and to investigate whether there was a correlation between amount of video game play and children's evaluation and enjoyment. With the use of eye-tracking data from an educational game, it is investigated the visualattention patterns of poor and high performers and how their demographics influence these patterns. Low and high performers had distinct visual-attention patterns. (Bowers, Bullinger, Weger, & Norris, 2014)Also, self-reported scientific, gaming, and navigational competence associated with many gaze metric characteristics. Background Literature From the research paper by Janet C Read and Stuart MacFarlane,2006 “Using the fun toolkit and other survey methods to gather opinions in child computer interaction”, the researcher has noted that it goes on to detail four recognised issues and how they may affect research in child computer interaction. It goes on to examine the use of surveys to collect child computer 2 interaction data, and the Fun Toolkit is mentioned in the results. Three new research projects investigate the usability and effectiveness of the Fun Toolkit, and these findings lead to many suggestions for the toolkit's future uses. (Janet & Stuart, 2006) Narrow attention visualisation patterns may differentiate pupils from various performance groups. The relatively new study on gaze measurements for learning-prediction algorithms adds to the complexity. (Lu, He, Urban, & Griffin, 2021) From the analysis of “Validation of EGame Flow: A Self-Report Scale for Measuring User Experience in Video Game Play”, by Shu-Hui Chen2018, the baseball game was designed to be fully participatory for the subjects. The sensor technologies enabled the individuals to engage in a virtual game universe. Unlike other multiplayer video games, player motions in the digital realm mirrored physical actions. The stations for pitching and hitting were set up such that the subjects could see each other while playing. In this way, the two players felt more connected outside of the virtual gaming environment. Using a non-commercial game guaranteed that the respondents had no previous familiarity with the game or platform. (Chen, Wann-Yih, & Dennison, 2018) In the research, by Zhan Wu, Video Games: A critical Analysis, it was observed that it is necessary to look critically about computer games in our community, not simply reject them as frivolous things that people may get hooked to. (Wu, 2013) Research Method A quantitative research is conducted. There were 3 game kinds. Game A, B, and C. Participants were told to take turns playing. Then they were divided into and given a short explanation of the game. After they play the game, their responses were recorded. The responses are obtained from the 28 children who played the game. Among these 28 children, 14 were girls and 14 were boys. They were divided into 4 groups. Results The average of data is calculated and with the help of it, the graphs below are plotted. 3 AverageTime in Seconds Smileyometer Reading 110 20000 10000 100 AverageTi me in… 0 Smileyometer Reading 90 Game Game Game A B C Game Game Game A B C Graph 1: Average Time in Seconds Graph 2: Smileyometer Reading Kids Interest in Games 60 50 40 Kids Interest in Games 30 20 10 0 Game A Game B Game C Graph 3: Graph Showing Kids Interest Discussions From the above graphs, it can be observed that most of the time spent by children was on Game A. But from the second graph, it can be observed that the Smileyometer reading shows that the Game B rating is higher. However from the third graph, it can be observed that the Kids interest was higher in Game B. It was also observed that the boys and girls have different Preferences. Frequency of Games Bin Frequency Frequency Frequency of Game of Game of Game A B C 4 101 201 301 401 501 601 701 0 1 2 7 15 1 1 0 2 1 18 5 1 0 0 2 15 7 2 1 0 Conclusion This report adds to the growing body of knowledge on gaming pleasure. A series of statistical studies demonstrated the game's validity and reliability as a research tool. The researcher supports children's game-based learning skills. These varied skills are further related to the intended features of a scientific game setting data obtained from the games. Based on the aforementioned data, we can conclude that the majority of the time that children are engaged in is on Game A. Furthermore, it can be seen from the second graph that the Game B rating is greater than the Game A rating. However, it can be seen from the third graph that interest in the Kids for Game B was greater. Girls and boys had distinct preferences. Works Cited Bowers, A., Bullinger, C., Weger, H., & Norris, A. E. (2014). Quantifying Engagement: Measuring Player Involvement in Human-Avatar Interactions. Compute Human Behaviour , 1-11. Chen, S.-H., Wann-Yih, W., & Dennison, J. (2018). Validation of EGameFlow: A Self-Report Scale for Measuring User Experience in Video Game Play. Computers in Entertainment , 115. Janet, & Stuart. (2006). Using the fun toolkit and other survey methods to gather opinions in child computer interaction. Association for Computing Machinary , 81-88. Lu, W., He, H., Urban, A., & Griffin, J. (2021). What the Eyes Can Tell: Analyzing Visual Attention with an Educational Video Game. Association for Computing Machinery , 1-7. Wu, Z. (2013). Video Games: A Critical Analysis. Augmenting Realities . 5