Predicting the onset of acute performance decline in esports

IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL
Karthikeyan Manikandan , Krishna Suketh Madduri , Justin Irby , Aurel Coza
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引用次数: 0

Abstract

Video game playing and esports have witnessed remarkable growth and popularity on a global scale, becoming one of the fastest-growing forms of leisure and competitive activity. However, despite its exponential rise, there is still a notable lack of systematic knowledge regarding the impacts of prolonged gameplay on human performance, physiology, and cognition. Within the dynamic realm of esports, two pivotal player states, frequently debated for their profound impact on performance outcomes, stand out: tilt and flow. Tilt refers to a state of emotional distress that impairs performance, while flow indicates a state of complete immersion and peak performance. This study focuses on detecting and predicting tilt using machine learning models trained on physiological, cognitive, and behavioral data collected from 45 players in prolonged gaming sessions across League of Legends, Call of Duty, and Valorant. The model identifies distinct response patterns preceding tilt, enabling early detection to improve game performance. Understanding the triggers and manifestations of tilt is essential for optimizing player performance and well-being. This research represents a significant step in real-time esports performance monitoring, using simple devices and software to create interventions that enhance esports players' and teams’ performance.
预测电子竞技运动员表现急剧下降的开始
电子游戏和电子竞技在全球范围内见证了显著的增长和普及,成为增长最快的休闲和竞技活动之一。然而,尽管它呈指数级增长,但关于长时间游戏玩法对人类表现、生理和认知的影响,我们仍然缺乏系统的知识。在电子竞技的动态领域中,有两种关键的玩家状态非常突出,这两种状态经常因其对表现结果的深远影响而备受争议:倾斜和流动。倾斜指的是一种影响表现的情绪困扰状态,而心流指的是一种完全沉浸和巅峰表现的状态。这项研究的重点是使用机器学习模型来检测和预测倾斜,这些模型是根据45名玩家在《英雄联盟》、《使命召唤》和《英勇》等游戏中的长时间游戏中收集的生理、认知和行为数据进行训练的。该模型识别出倾斜前不同的反应模式,使早期检测能够提高游戏性能。理解倾斜的触发和表现对于优化玩家的表现和幸福感至关重要。这项研究代表了实时电子竞技表现监测的重要一步,使用简单的设备和软件来创建干预措施,提高电子竞技选手和团队的表现。
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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
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