TY - JOUR
T1 - Low Latency Feedback
T2 - Contrasting Training Outcomes of Immediate versus Delayed Feedback in Speedrunning Super Mario Bros.
AU - Bikas, Ioannis
AU - Pfau, Johannes
AU - Muender, Thomas
AU - Malaka, Rainer
N1 - Publisher Copyright:
© 2024 Copyright held by the owner/author(s). Publication rights licensed to ACM.
PY - 2024/10/15
Y1 - 2024/10/15
N2 - With the rise of popularity and societal importance of video games, trends of grinding play for excessive amounts of time to improve proficiency becomes more and more common. This bears not only physical and mental health risks, but has already shown to be detrimental for skill acquisition, defeating its purpose in the first place. For the sake of health promotion, well-being, and the advancement of self-regulated learning, we specifically investigate the impact of detailed feedback on player performance. As research about comparable activities in related domains suggest inconclusive implications for when feedback in video game learning should be presented, we particularly explore the impact of delivering immediate versus delayed feedback, during or after play. Using (n = 30) participants and the well-investigated Super Mario Bros., we communicate insights in favor for deploying feedback immediately when polishing one’s video game related skills such as in speedrunning.
AB - With the rise of popularity and societal importance of video games, trends of grinding play for excessive amounts of time to improve proficiency becomes more and more common. This bears not only physical and mental health risks, but has already shown to be detrimental for skill acquisition, defeating its purpose in the first place. For the sake of health promotion, well-being, and the advancement of self-regulated learning, we specifically investigate the impact of detailed feedback on player performance. As research about comparable activities in related domains suggest inconclusive implications for when feedback in video game learning should be presented, we particularly explore the impact of delivering immediate versus delayed feedback, during or after play. Using (n = 30) participants and the well-investigated Super Mario Bros., we communicate insights in favor for deploying feedback immediately when polishing one’s video game related skills such as in speedrunning.
KW - Competitive video games
KW - feedback
KW - observational study
KW - player performance
UR - http://www.scopus.com/inward/record.url?scp=85207341448&partnerID=8YFLogxK
U2 - 10.1145/3677087
DO - 10.1145/3677087
M3 - Article
AN - SCOPUS:85207341448
SN - 2573-0142
VL - 8
JO - Proceedings of the ACM on Human-Computer Interaction
JF - Proceedings of the ACM on Human-Computer Interaction
IS - CHI PLAY
M1 - 322
ER -