不同技能水平的《反恐精英》玩家在手部加速度和数字反应时间上的差异

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Jose Luis Casado Rico , Israel Villarrasa-Sapiña , Xavier García-Massó , Gonzalo Monfort-Torres
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引用次数: 0

摘要

由于电子竞技在国际上日益突出,因此有必要研究其对人类行为的影响。具体来说,就是不同经验水平的玩家的运动技能之间的差异。因此,这项研究的主要目的是观察不同技术水平的玩家在手部加速度(鼠标操作)和数字反应时间上是否存在差异。21 名受试者参加了这项研究,并根据他们的技能水平(低级、中级和精英级)进行了分组。结果表明,精英和中级技能选手的手部加速度大于低级技能选手(p < 0.05)。精英技能组的手眼反应时间低于低技能组(p = 0.008)。低技能玩家的每英寸点数(DPI)高于中级和精英技能玩家(p < 0.05)。与低技能玩家相比,高技能玩家使用的屏幕更大(p = 0.034)。结果表明,技能更高的玩家手部加速度更好,手眼反应时间更短。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Differences in hand acceleration and digital reaction time between different skill levels of Counter Strike players

Due to the international prominence that eSports are acquiring, it is necessary to study their effects on human behavior. Specifically, the difference between the motor skills of players with different levels of experience. Therefore, the main objective of this work is to observe whether there are differences in hand accelerations (mouse handling) and digital reaction time between different skill levels. 21 subjects participated and were grouped according to their skill level (Low, Intermediate and Elite levels). The results showed greater hand accelerations in the Elite and Intermediate Skills players than Low-Skill players (p < 0.05). The hand-eye reaction time was lower in the Elite-Skill group than in the Low-Skill group (p = 0.008). Those with a Low-Skill had a higher dots per inch (DPI) than those with Intermediate and Elite Skills (p < 0.05). Elite-Skill players used larger screens than Low-Skill players (p = 0.034). The results suggest that players with better skills have better hand acceleration and shorter hand-eye reaction time.

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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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