2018
DOI: 10.1371/journal.pone.0206555
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Time on task matters most in video game expertise

Abstract: In this study, we investigated whether working memory capacity (WMC), personality characteristics (grit) and number of matches played (time on task) can predict performance score (matchmaking rating [MMR]) in experienced players of a popular video game called Dota 2. A questionnaire and four online-based cognitive tasks were used to gather the data, and structural equation modelling (SEM) was used to investigate the interrelationships between constructs. The results showed that time on task was the strongest p… Show more

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Cited by 19 publications
(34 citation statements)
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References 44 publications
(57 reference statements)
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“…As noted above, Röhlcke et al (2018) pointed out matches played (time on task) as a strong predictor of performance in Dota 2. If matches played are related to performance to the extent suggested by Röhlcke et al (2018), then it seems necessary to include this factor when investigating the role of time on task on video game performance.…”
Section: Introductionmentioning
confidence: 72%
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“…As noted above, Röhlcke et al (2018) pointed out matches played (time on task) as a strong predictor of performance in Dota 2. If matches played are related to performance to the extent suggested by Röhlcke et al (2018), then it seems necessary to include this factor when investigating the role of time on task on video game performance.…”
Section: Introductionmentioning
confidence: 72%
“…Video gaming is growing, not only as a gaming phenomenon but also as a field of study. Video gaming has been studied from a variety of different areas, such as rehabilitation of gait and balance problems (Ravenek et al, 2016), identifying gaming disorder (Kaptsis et al, 2016), neurological aspect of gaming (Palaus et al, 2017), how gaming affects the brain structure (Brilliant et al, 2019), potential associations between gaming and cognition (Röhlcke et al, 2018;Nuyens et al, 2019), and whether education can be gamified (Kim et al, 2018). Today, video gaming and e-sport are challenging more "traditional" sports in terms of the increasing amount of both recreation players and professional players.…”
Section: Introductionmentioning
confidence: 99%
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“…1 h). The test session was administered online using an inhouse developed web-based test platform by sending a link to the participants via their email who completed the experiment on a computer of their choosing (e.g., Röhlcke et al, 2018). Of the 1,000 invited participants, 272 of them completed the test session to the end.…”
Section: Participants and Proceduresmentioning
confidence: 99%
“…All students on Hippocampus were invited to complete the test session consisting of a background questionnaire, personality questionnaires, and a reasoning task capturing cognitive ability 1 . The test session was administered online using an in-house developed web-based test platform by sending a link to the students via email (i.e., the participants could complete the experiment on a computer of their choosing) (Röhlcke et al, 2018;Fellman et al, 2020). Those who completed the test session were allowed to participate in a lottery of two premium accounts, consisting of 6 months of free use on Hippocampus.…”
Section: Data Description Participants and Methodsmentioning
confidence: 99%