Jose Luis Casado Rico , Israel Villarrasa-Sapiña , Xavier García-Massó , Gonzalo Monfort-Torres
{"title":"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","authors":"Jose Luis Casado Rico , Israel Villarrasa-Sapiña , Xavier García-Massó , Gonzalo Monfort-Torres","doi":"10.1016/j.entcom.2024.100797","DOIUrl":null,"url":null,"abstract":"<div><p>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.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":null,"pages":null},"PeriodicalIF":2.8000,"publicationDate":"2024-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1875952124001654/pdfft?md5=1ff432bcb5e50f33f1d3489ff9e8a0fc&pid=1-s2.0-S1875952124001654-main.pdf","citationCount":"0","resultStr":"{\"title\":\"Differences in hand acceleration and digital reaction time between different skill levels of Counter Strike players\",\"authors\":\"Jose Luis Casado Rico , Israel Villarrasa-Sapiña , Xavier García-Massó , Gonzalo Monfort-Torres\",\"doi\":\"10.1016/j.entcom.2024.100797\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>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.</p></div>\",\"PeriodicalId\":55997,\"journal\":{\"name\":\"Entertainment Computing\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":2.8000,\"publicationDate\":\"2024-06-25\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.sciencedirect.com/science/article/pii/S1875952124001654/pdfft?md5=1ff432bcb5e50f33f1d3489ff9e8a0fc&pid=1-s2.0-S1875952124001654-main.pdf\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Entertainment Computing\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S1875952124001654\",\"RegionNum\":3,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMPUTER SCIENCE, CYBERNETICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952124001654","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
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.
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.