Abstract:
Esports research lacks game-based metrics platforms appropriate for adequately capturing esports performance. The aim of this pilot study was to assess the reliability of the KovaaK\'s first-person shooter (FPS) aim trainer as a metrics platform for assessing shooting proficiency in esports players. Ten FPS esports players completed two identical experimental trials (T) separated by three to five days. Each trial included four rounds (R) of testing, evaluating four shooting tasks: Micro Flicking, Macro Flicking, Strafe Tracking, and Wall Peeking. Reliability of performance outcomes (e.g., accuracy, headshot accuracy, hits per second, and total shots hit) were assessed using the intraclass correlation coefficient (ICC) and their 95% confidence intervals (CI), and significant differences were identified using repeated-measures analysis of variance (RM-ANOVA). Results indicated excellent, or good to excellent reliability for all outcome variables with the ICC estimates ranging between 0.947-0.995, with lower and upper bound 95% CIs ranging between 0.876-0.988, and 0.984-0.999, respectively. Significant improvements were seen between experimental trials in the Macro Flicking task for accuracy (p = .005) and hits per second (p = .009) only. Significant interactions between trial and round were identified in the Micro Flicking task for accuracy (p = .006), with post hoc analysis showing accuracy was significantly higher in T1R1 compared to T2R1 (87.74 ± 3.13 vs. 85.99 ± 3.05, respectively, p = .02), and in T2R4 compared to T2R2 (87.99 ± 2.89 vs. 84.70 ± 4.25, respectively, p = .049). Significant interactions were also identified in the Strafe Tracking task for headshot accuracy (p = .002), with post hoc analysis showing headshot accuracy was significantly higher in T1R2 compared to T2R2 (78.48 ± 8.15 vs. 76.79 ± 12.16, respectively, p = .003), and in T1R2 compared to T1R1 (78.48 ± 8.15 vs. 73.68 ± 17.94, respectively, p = .023). In summary, this study demonstrates that KovaaK\'s provides a reliable metrics platform for assessing shooting proficiency in esports, however, some variability in performance was observed.
摘要:
电子竞技研究缺乏适合充分捕获电子竞技表现的基于游戏的指标平台。这项试点研究的目的是评估KovaaK的第一人称射击游戏(FPS)瞄准教练的可靠性,作为评估电子竞技玩家射击能力的指标平台。十名FPS电子竞技玩家完成了两次相同的实验试验(T),间隔三到五天。每个试验包括四轮(R)测试,评估四个拍摄任务:微摆弄,宏摆弄,Strafe追踪,墙偷看。绩效结果的可靠性(例如,准确度,爆头精度,每秒点击量,使用组内相关系数(ICC)和它们的95%置信区间(CI)来评估总命中率),并使用重复测量方差分析(RM-ANOVA)确定显著差异。结果表明,优秀,或所有结果变量的良好可靠性,ICC估计值在0.947-0.995之间,95%CI的下限和上限分别在0.876-0.988和0.984-0.999之间.在MacroFlicking任务的实验试验中,仅在准确性(p=.005)和每秒命中(p=.009)之间发现了显着改善。在MicroFlicking任务中确定了试验和圆形之间的显着相互作用的准确性(p=.006),事后分析显示,T1R1的准确性明显高于T2R1(87.74±3.13vs.分别为85.99±3.05,p=.02),并且在T2R4中与T2R2相比(87.99±2.89vs.分别为84.70±4.25,p=.049)。在Strafe跟踪任务中还确定了明显的相互作用,以获得爆头准确性(p=.002),事后分析显示,T1R2的爆头准确性明显高于T2R2(78.48±8.15vs.分别为76.79±12.16,p=.003),并且在T1R2中与T1R1相比(78.48±8.15vs.分别为73.68±17.94,p=.023)。总之,这项研究表明,KovaaK提供了一个可靠的指标平台,用于评估电子竞技的射击熟练程度,然而,观察到一些性能变化。