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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Main Authors: Ian Donovan, Marcia A. Saul, Kevin DeSimone, Jennifer B. Listman, Wayne E. Mackey, David J. Heeger
Format: Article
Language:English
Published: Frontiers Media S.A. 2022-11-01
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.
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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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