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Kinematic markers of skill in first-person shooter video games
Video games present a unique opportunity to study motor skill. First-person shooter (FPS) games have particular utility because they require visually guided hand movements that are similar to widely studied planar reaching tasks. However, there is a need to ensure the tasks are equivalent if FPS gam...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Oxford University Press
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10411933/ https://www.ncbi.nlm.nih.gov/pubmed/37564360 http://dx.doi.org/10.1093/pnasnexus/pgad249 |
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author | Warburton, Matthew Campagnoli, Carlo Mon-Williams, Mark Mushtaq, Faisal Morehead, J Ryan |
author_facet | Warburton, Matthew Campagnoli, Carlo Mon-Williams, Mark Mushtaq, Faisal Morehead, J Ryan |
author_sort | Warburton, Matthew |
collection | PubMed |
description | Video games present a unique opportunity to study motor skill. First-person shooter (FPS) games have particular utility because they require visually guided hand movements that are similar to widely studied planar reaching tasks. However, there is a need to ensure the tasks are equivalent if FPS games are to yield their potential as a powerful scientific tool for investigating sensorimotor control. Specifically, research is needed to ensure that differences in visual feedback of a movement do not affect motor learning between the two contexts. In traditional tasks, a movement will translate a cursor across a static background, whereas FPS games use movements to pan and tilt the view of the environment. To this end, we designed an online experiment where participants used their mouse or trackpad to shoot targets in both visual contexts. Kinematic analysis showed player movements were nearly identical between contexts, with highly correlated spatial and temporal metrics. This similarity suggests a shared internal model based on comparing predicted and observed displacement vectors rather than primary sensory feedback. A second experiment, modeled on FPS-style aim-trainer games, found movements exhibited classic invariant features described within the sensorimotor literature. We found the spatial metrics tested were significant predictors of overall task performance. More broadly, these results show that FPS games offer a novel, engaging, and compelling environment to study sensorimotor skill, providing the same precise kinematic metrics as traditional planar reaching tasks. |
format | Online Article Text |
id | pubmed-10411933 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | Oxford University Press |
record_format | MEDLINE/PubMed |
spelling | pubmed-104119332023-08-10 Kinematic markers of skill in first-person shooter video games Warburton, Matthew Campagnoli, Carlo Mon-Williams, Mark Mushtaq, Faisal Morehead, J Ryan PNAS Nexus Social and Political Sciences Video games present a unique opportunity to study motor skill. First-person shooter (FPS) games have particular utility because they require visually guided hand movements that are similar to widely studied planar reaching tasks. However, there is a need to ensure the tasks are equivalent if FPS games are to yield their potential as a powerful scientific tool for investigating sensorimotor control. Specifically, research is needed to ensure that differences in visual feedback of a movement do not affect motor learning between the two contexts. In traditional tasks, a movement will translate a cursor across a static background, whereas FPS games use movements to pan and tilt the view of the environment. To this end, we designed an online experiment where participants used their mouse or trackpad to shoot targets in both visual contexts. Kinematic analysis showed player movements were nearly identical between contexts, with highly correlated spatial and temporal metrics. This similarity suggests a shared internal model based on comparing predicted and observed displacement vectors rather than primary sensory feedback. A second experiment, modeled on FPS-style aim-trainer games, found movements exhibited classic invariant features described within the sensorimotor literature. We found the spatial metrics tested were significant predictors of overall task performance. More broadly, these results show that FPS games offer a novel, engaging, and compelling environment to study sensorimotor skill, providing the same precise kinematic metrics as traditional planar reaching tasks. Oxford University Press 2023-07-31 /pmc/articles/PMC10411933/ /pubmed/37564360 http://dx.doi.org/10.1093/pnasnexus/pgad249 Text en © The Author(s) 2023. Published by Oxford University Press on behalf of National Academy of Sciences. https://creativecommons.org/licenses/by/4.0/This is an Open Access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted reuse, distribution, and reproduction in any medium, provided the original work is properly cited. |
spellingShingle | Social and Political Sciences Warburton, Matthew Campagnoli, Carlo Mon-Williams, Mark Mushtaq, Faisal Morehead, J Ryan Kinematic markers of skill in first-person shooter video games |
title | Kinematic markers of skill in first-person shooter video games |
title_full | Kinematic markers of skill in first-person shooter video games |
title_fullStr | Kinematic markers of skill in first-person shooter video games |
title_full_unstemmed | Kinematic markers of skill in first-person shooter video games |
title_short | Kinematic markers of skill in first-person shooter video games |
title_sort | kinematic markers of skill in first-person shooter video games |
topic | Social and Political Sciences |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10411933/ https://www.ncbi.nlm.nih.gov/pubmed/37564360 http://dx.doi.org/10.1093/pnasnexus/pgad249 |
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