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Grinding to a Halt: The Effects of Long Play Sessions on Player Performance in Video Games

Published: 06 October 2023 Publication History

Abstract

An increasing number of people spend considerable amounts of their leisure time on video games. For aspiring eSports athletes and professionals alike, playing for ten to fourteen hours per day to gain proficiency has become the norm. Consequently, musculoskeletal pain and injuries are common among eSports athletes, while the increased risk for various health issues connected to prolonged sitting is often considered to be a necessary sacrifice for mastery. However, studies that show a decrease in player performance due to prolonged task execution have already emerged. These studies use rough estimates of player performance, such as overall win rates or kill-death-assist-ratio (KDA), and are often restricted to a rather modest number of participants. In this paper, we present an observational study that uses nuanced and individual performance metrics to measure performance in a large sample (n = 5, 000) of League of Legends players. Significant decreases in individual performance relative to the number of consecutively played matches are found and presented. Moreover, a considerable decline in the win rate is observed. This study highlights the potential improvement that the exploration of structured training methods could have on training efficiency and overall health in eSports enthusiasts.

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  • (2024)Esports Training, Periodization, and Software—A Scoping ReviewApplied Sciences10.3390/app14221035414:22(10354)Online publication date: 11-Nov-2024
  • (2024)Low Latency Feedback: Contrasting Training Outcomes of Immediate versus Delayed Feedback in Speedrunning Super Mario Bros.Proceedings of the ACM on Human-Computer Interaction10.1145/36770878:CHI PLAY(1-14)Online publication date: 15-Oct-2024
  • (2024)Space Out Gaming: Comparing Distributed Practice Sessions with Massed PlayProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3656985(1-4)Online publication date: 21-May-2024
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cover image ACM Conferences
CHI PLAY Companion '23: Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play
October 2023
370 pages
ISBN:9798400700293
DOI:10.1145/3573382
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Published: 06 October 2023

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  1. eSports
  2. mental fatigue
  3. observational study
  4. player performance

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View all
  • (2024)Esports Training, Periodization, and Software—A Scoping ReviewApplied Sciences10.3390/app14221035414:22(10354)Online publication date: 11-Nov-2024
  • (2024)Low Latency Feedback: Contrasting Training Outcomes of Immediate versus Delayed Feedback in Speedrunning Super Mario Bros.Proceedings of the ACM on Human-Computer Interaction10.1145/36770878:CHI PLAY(1-14)Online publication date: 15-Oct-2024
  • (2024)Space Out Gaming: Comparing Distributed Practice Sessions with Massed PlayProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3656985(1-4)Online publication date: 21-May-2024
  • (2024)Damage Optimization in Video Games: A Player-Driven Co-Creative ApproachProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642643(1-16)Online publication date: 11-May-2024
  • (2024)The Real MVP: Quantifying Individual Performances in Multiplayer Online Games2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645665(1-8)Online publication date: 5-Aug-2024

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