Impact of Think-Aloud on Eye-Tracking: A Comparison of Concurrent and Retrospective Think-Aloud for Research on Decision-Making in the Game Environment
Abstract
:1. Introduction
2. Materials and Methods
2.1. Simulation Game
2.2. Research Group
2.3. Course of Experiment
2.4. Data Processing
2.4.1. Comparison of Game Results Achieved by RTA and CTA Players
- (1)
- The amount of “net cash”, which maximization is the main game goal. Nevertheless, this indicator cannot be calculated in bankrupt games. Therefore, it includes only completed games.
- (2)
- The comparison of the numbers of bankruptcy games is presented as a separate indicator.
- (3)
- The overall standings of the player at the end of the game. To beat three competitors is the second game goal. However, players with different strategies can reach different but still the highest net cash [73,78]. Therefore, the overall standings, as the indicator, is less dependent on stochastic game conditions.
2.4.2. Comparison of the Impact of CTA and RTA on Eye-Tracking
- Number of fixations. Eye-tracking offers the possibility to measure both the number of fixations and the number of saccades, but both counts can be interpreted identically. They show the number of places viewed by the observer [75]. Nevertheless, the first indicator was preferred in this study as fixations relate to the cognitive processing of information [24], whereas the information is not acquired during saccades [29]. In the game, the players look for cues for the right decision. The number of fixations may indicate how difficult the task is for them, because, during more difficult decisions, participants tend to show a higher number of fixations [79].
- Fixation duration. This metric can be interpreted in two ways. The first presumption is that a longer duration means greater interest in an object. The second states that it is associated with the complexity of the cognitive processing of information. Therefore, fixation duration can be understood as an index of the cognitive effort degree needed for information processing [21,80]. The fixation duration is expressed in two ways: (1) as the Average duration of (one) fixation in milliseconds (ms) and (2) the Total duration of (all) fixations in seconds (s).
- Dwell time ratio. The time spent within AOI is defined as one visit (duration of all fixations and saccades are counted) from entry to exit [22]. It is also called the dwell time. The count of all dwell times within one AOI is called total dwell time [21]. Thus, based on this metric, the proposed Dwell time ratio (Rdw) is defined as the ratio which includes several total dwell times:
2.4.3. Comparison of the Data Gathered by CTA and RTA
- (1)
- Valid information—AOI is watched and its content is verbalized
- (2)
- Omitted information—AOI is watched but its content is not verbalized
- (3)
- (4)
- Unidentified information—AOI is not watched and verbalized. This is, in a way, also valid information. However, it is of a different type from the first-mentioned combination. It provides evidence of the non-inclusion of AOI in the decision-making process. Therefore, these cases are included in a separate category.
3. Results
3.1. Comparison of Game Results Achieved by RTA and CTA Players
3.2. Overall Comparison of the Impact of CTA and RTA on Eye-Tracking
3.3. Comparison of the Impact of CTA and RTA on Eye-Tracking over Time (in the Game Progress)
3.3.1. The Number of Fixations
3.3.2. Fixation Duration
3.3.3. Dwell Time Ratio
3.4. Comparison of the Data Gathered by CTA and RTA
4. Discussion
4.1. Overall Comparison of the Impact of CTA and RTA on Eye-Tracking
4.2. Comparison of the Impact of CTA and RTA on Eye-Tracking over Time (in the Game Progress)
- The CTA can make participants feel unnatural and confused. It may take some time while they get used to the task, especially at the beginning of the experiment.
- Both cognitive processes become less and less demanding depending on the experience gained. As well as players repeat the process of task-solving in each round, they also repeat verbal comments on what they do. At the beginning of the game, participants must create verbal expressions, name objects and thoughts, and interpret logical connections among them. This process is optimized during the game, comments are shortened, and the verbalization becomes more natural.
- When the task-solving process is becoming easier (the original complex and cognitively demanding processes of decision-making are getting simple), participants can be better focused on verbalizations. The verbalizations of simpler tasks are more natural and therefore, they start to correlate more frequently simultaneously with eye movements.
4.3. Comparison of the Data Gathered by CTA and RTA
4.4. Limitations of the Study
5. Conclusions
Author Contributions
Funding
Conflicts of Interest
References
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Round | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
CTA | 14 | 14 | 14 | 14 | 13 | 14 | 13 | 14 | 12 | 13 | 11 | 12 | 10 | 10 | 9 | 8 | 9 | 7 |
RTA | 17 | 17 | 17 | 16 | 17 | 16 | 15 | 15 | 14 | 14 | 15 | 12 | 13 | 15 | 14 | 11 | 12 | 12 |
Round | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 |
CTA | 6 | 6 | 6 | 4 | 6 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 5 | 3 | 2 | 1 | 2 | 3 |
RTA | 11 | 11 | 10 | 8 | 9 | 10 | 2 | 3 | 1 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Indicator | CTA | RTA | Test of Statistical Difference | ||||||
---|---|---|---|---|---|---|---|---|---|
Median | Mean | SD | Test of Normality (Shapiro-Wilk) | Median | Mean | SD | Test of Normality (Shapiro-Wilk) | ||
Net cash in finished games | 19776 | 19458 | 10540 | W(24) = 0.952 p = 0.300 | 19032 | 17935 | 13288 | W(26) = 0.962 p = 0.438 | t-test t(48) = −0.447 p = 0.657 |
Overall standings | 2 | 2.25 | 1.36 | W(36) = 0.730 p < 0.001 | 1.5 | 2.36 | 1.477 | W(36) = 0.730 p < 0.001 | Mann-Whitney U = 632 p = 0.844 |
Indicator | CTA | RTA | Test of Statistical Difference (Z-Test for 2 Proportions) | ||
---|---|---|---|---|---|
Count | % | Count | % | ||
Bankruptcy games | 12 | 33.32% | 10 | 27.78% | z = 0.512; p < 0.610 |
Total games | 36 | 100% | 36 | 100% | - |
Indicator | CTA | RTA | Test of Statistical Difference (Mann-Whitney) | ||||||
---|---|---|---|---|---|---|---|---|---|
Median | Mean | SD | Test of Normality (Shapiro-Wilk) | Median | Mean | SD | Test of Normality (Shapiro-Wilk) | ||
Number of fixations | 92 | 128.31 | 116.91 | W(288) = 0.768 p < 0.001 | 64 | 82.29 | 69.68 | W(329) = 0.734 p < 0.001 | U = 34823.5 p < 0.001 |
Average duration of fixation | 187 ms | 184 ms | 44 ms | W(288) = 0.978 p < 0.001 | 208 ms | 211 ms | 47 ms | W(329) = 0.963 p < 0.001 | U = 33022 p < 0.001 |
Total fixation duration | 17.02 s | 25.83 s | 25.9 s | W(288) = 0.773 p < 0.001 | 13.04 s | 17.89 s | 17.21s | W(329) = 0.699 p < 0.001 | U = 39602.5 p < 0.001 |
Dwell time ratio | 0.67% | 0.66% | 0.16% | W(288) = 0.992 p = 0.106 | 0.75% | 0.72% | 0.17% | W(329) = 0.929 p < 0.001 | U = 35326 p < 0.001 |
Data Assessment | CTA | RTA | Test of Statistical Difference (Z-Test for 2 Proportion) | ||
---|---|---|---|---|---|
Count | % | Count | % | ||
Valid information | 770 | 89.1% | 715 | 72.4% | z = 8.988; p < 0.001 |
Omitted information | 90 | 10.4% | 268 | 27.2% | z = 9.095; p < 0.001 |
Fabricated information | 0 | 0% | 0 | 0% | N/A |
Unidentified information | 4 | 0.5% | 4 | 0.4% | z = 0.189; p = 0.85 |
Total | 864 | 100% | 987 | 100% | - |
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Prokop, M.; Pilař, L.; Tichá, I. Impact of Think-Aloud on Eye-Tracking: A Comparison of Concurrent and Retrospective Think-Aloud for Research on Decision-Making in the Game Environment. Sensors 2020, 20, 2750. https://doi.org/10.3390/s20102750
Prokop M, Pilař L, Tichá I. Impact of Think-Aloud on Eye-Tracking: A Comparison of Concurrent and Retrospective Think-Aloud for Research on Decision-Making in the Game Environment. Sensors. 2020; 20(10):2750. https://doi.org/10.3390/s20102750
Chicago/Turabian StyleProkop, Michal, Ladislav Pilař, and Ivana Tichá. 2020. "Impact of Think-Aloud on Eye-Tracking: A Comparison of Concurrent and Retrospective Think-Aloud for Research on Decision-Making in the Game Environment" Sensors 20, no. 10: 2750. https://doi.org/10.3390/s20102750
APA StyleProkop, M., Pilař, L., & Tichá, I. (2020). Impact of Think-Aloud on Eye-Tracking: A Comparison of Concurrent and Retrospective Think-Aloud for Research on Decision-Making in the Game Environment. Sensors, 20(10), 2750. https://doi.org/10.3390/s20102750