Space Out Gaming: Comparing Distributed Practice Sessions with Massed Play

Ioannis Bikas, Johannes Pfau, Thomas Muender, Rainer Malaka

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

Abstract

With video games and Esports becoming ever-present, playing as long as possible to improve proficiency has become a common strategy among video game enthusiasts. This behavior does not only bear increased health and social risks, but is also connected to performance decline, which itself inhibits skill acquisition. To promote health and advance self-regulated learning, we investigate the effects of distributed practice on skill acquisition in an ecologically valid Esports task. As research about distributed practice in video games is restricted to simple games or short practice sessions, we explore the impact of distributed versus massed practice with an extended training period of 45 minutes. Using (n = 16) participants and a complex contemporary fighting game, we show that massed practice schedules do not provide any advantage over distributed ones - suggesting that practice time can be evenly distributed without improvement losses, which would alleviate health risks connected to longer sessions.

Original languageEnglish
Title of host publicationProceedings of the 19th International Conference on the Foundations of Digital Games, FDG 2024
EditorsGillian Smith, Jim Whitehead, Ben Samuel, Katta Spiel, Riemer van Rozen
PublisherAssociation for Computing Machinery
Number of pages4
ISBN (Electronic)9798400709555
DOIs
Publication statusPublished - 5 Jul 2024
Event19th International Conference on the Foundations of Digital Games, FDG 2024 - Worcester, United States
Duration: 21 May 202424 May 2024

Publication series

NameACM International Conference Proceeding Series

Conference

Conference19th International Conference on the Foundations of Digital Games, FDG 2024
Country/TerritoryUnited States
CityWorcester
Period21/05/2424/05/24

Bibliographical note

Publisher Copyright:
© 2024 ACM.

Keywords

  • eSports
  • observational study
  • player performance
  • spacing effect

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