Assessment of human expertise and movement kinematics in first-person shooter games
In contrast to traditional professional sports, there are few standardized metrics in professional esports (competitive multiplayer video games) for assessing a player's skill and ability. We assessed the performance of professional-level players in Aim LabTM, a first-person shooter training an...
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Format: | Article |
Language: | English |
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Frontiers Media S.A.
2022-11-01
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Series: | Frontiers in Human Neuroscience |
Subjects: | |
Online Access: | https://www.frontiersin.org/articles/10.3389/fnhum.2022.979293/full |
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author | Ian Donovan Marcia A. Saul Kevin DeSimone Jennifer B. Listman Wayne E. Mackey David J. Heeger |
author_facet | Ian Donovan Marcia A. Saul Kevin DeSimone Jennifer B. Listman Wayne E. Mackey David J. Heeger |
author_sort | Ian Donovan |
collection | DOAJ |
description | In contrast to traditional professional sports, there are few standardized metrics in professional esports (competitive multiplayer video games) for assessing a player's skill and ability. We assessed the performance of professional-level players in Aim LabTM, a first-person shooter training and assessment game, with two target-shooting tasks. These tasks differed primarily in target size: the task with large targets provided an incentive to be fast but imprecise and the task with large targets provided an incentive to be precise but slow. Each player's motor acuity was measured by characterizing the speed-accuracy trade-off in shot behavior: shot time (elapsed time for a player to shoot at a target) and shot spatial error (distance from center of a target). We also characterized the fine-grained kinematics of players' mouse movements. Our findings demonstrate that: 1) movement kinematics depended on task demands; 2) individual differences in motor acuity were significantly correlated with kinematics; and 3) performance, combined across the two target sizes, was poorly characterized by Fitts Law. Our approach to measuring motor acuity has widespread applications not only in esports assessment and training, but also in basic (motor psychophysics) and clinical (gamified rehabilitation) research. |
first_indexed | 2024-04-11T15:06:32Z |
format | Article |
id | doaj.art-cfea6d655ab2407e8816b8de44502686 |
institution | Directory Open Access Journal |
issn | 1662-5161 |
language | English |
last_indexed | 2024-04-11T15:06:32Z |
publishDate | 2022-11-01 |
publisher | Frontiers Media S.A. |
record_format | Article |
series | Frontiers in Human Neuroscience |
spelling | doaj.art-cfea6d655ab2407e8816b8de445026862022-12-22T04:16:47ZengFrontiers Media S.A.Frontiers in Human Neuroscience1662-51612022-11-011610.3389/fnhum.2022.979293979293Assessment of human expertise and movement kinematics in first-person shooter gamesIan DonovanMarcia A. SaulKevin DeSimoneJennifer B. ListmanWayne E. MackeyDavid J. HeegerIn contrast to traditional professional sports, there are few standardized metrics in professional esports (competitive multiplayer video games) for assessing a player's skill and ability. We assessed the performance of professional-level players in Aim LabTM, a first-person shooter training and assessment game, with two target-shooting tasks. These tasks differed primarily in target size: the task with large targets provided an incentive to be fast but imprecise and the task with large targets provided an incentive to be precise but slow. Each player's motor acuity was measured by characterizing the speed-accuracy trade-off in shot behavior: shot time (elapsed time for a player to shoot at a target) and shot spatial error (distance from center of a target). We also characterized the fine-grained kinematics of players' mouse movements. Our findings demonstrate that: 1) movement kinematics depended on task demands; 2) individual differences in motor acuity were significantly correlated with kinematics; and 3) performance, combined across the two target sizes, was poorly characterized by Fitts Law. Our approach to measuring motor acuity has widespread applications not only in esports assessment and training, but also in basic (motor psychophysics) and clinical (gamified rehabilitation) research.https://www.frontiersin.org/articles/10.3389/fnhum.2022.979293/fullvisuomotor psychophysicsspeed-accuracy tradeoffmotor acuitymovement kinematicsesports |
spellingShingle | Ian Donovan Marcia A. Saul Kevin DeSimone Jennifer B. Listman Wayne E. Mackey David J. Heeger Assessment of human expertise and movement kinematics in first-person shooter games Frontiers in Human Neuroscience visuomotor psychophysics speed-accuracy tradeoff motor acuity movement kinematics esports |
title | Assessment of human expertise and movement kinematics in first-person shooter games |
title_full | Assessment of human expertise and movement kinematics in first-person shooter games |
title_fullStr | Assessment of human expertise and movement kinematics in first-person shooter games |
title_full_unstemmed | Assessment of human expertise and movement kinematics in first-person shooter games |
title_short | Assessment of human expertise and movement kinematics in first-person shooter games |
title_sort | assessment of human expertise and movement kinematics in first person shooter games |
topic | visuomotor psychophysics speed-accuracy tradeoff motor acuity movement kinematics esports |
url | https://www.frontiersin.org/articles/10.3389/fnhum.2022.979293/full |
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