Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3311350.3347195acmconferencesArticle/Chapter ViewAbstractPublication Pageschi-playConference Proceedingsconference-collections
research-article

Press Pause when you Play: Comparing Spaced Practice Intervals for Skill Development in Games

Published: 17 October 2019 Publication History

Abstract

Games allow players to fulfill the need for competence by providing well-designed, increasingly difficult challenges. To meet these challenges, players repeatedly attempt to achieve objectives---and through this repetition, they improve their game skills. Players are keenly aware of whether they are making progress during these attempts, and they want to get better as quickly as possible. Previous research suggests that one way of improving skill development is by taking breaks between periods of activity (called "spaced practice''). However, there is little knowledge about whether this idea works in games, what the optimal break length is, and whether the effects last. We carried out a study comparing spaced and continuous practice in a Super Hexagon clone, using five-minute play intervals and five break lengths (no break, two minutes, five minutes, ten minutes, one day). We found that spaced practice led to significant gains in performance, particularly for novices. This result shows that players can achieve an immediate improvement in skill development, simply by scheduling short breaks in their play session; designers can also make use of this result by building rest periods into the structure of their games. Our study also indicated that breaks are valuable both in the short and the longer term---in a retention test after one day, all of the groups performed similarly, suggesting that even if a player does not use spaced practice initially, taking a break after the play session can still lead to improvements. Our study provides new information that can aid in the design of practice schedules for perceptual-motor tasks in games.

Supplementary Material

MP4 File (fp9741.mp4)
Supplemental video
MP4 File (p169-johanson.mp4)

References

[1]
Jack A. Adams. 1987. Historical review and appraisal of research on the learning, retention, and transfer of human motor skills. Psychological Bulletin 101, 1 (1987), 41--74.
[2]
Robert B. Ammons. 1950. Acquisition of motor skill: III. Effects of initially distributed practice on rotary pursuit performance. Journal of Experimental Psychology 40, 6 (1950), 777--787. h0061049
[3]
John R. Anderson. 1982. Acquisition of cognitive skill. Psychological Review 89, 4 (1982), 369--406. //dx.doi.org/10.1037/0033--295x.89.4.369
[4]
Graham Aston. 2017. What is the Optimum Training Time for Esports Players? The Esports Observer (December 2017). Retrieved April 4, 2019 from https: //esportsobserver.com/optimum-player-training-time/
[5]
A. D. Baddeley and D. J. A. Longman. 1978. The Influence of Length and Frequency of Training Session on the Rate of Learning to Type. Ergonomics 21, 8 (aug 1978), 627--635. 00140137808931764
[6]
Scott Bateman, Regan L. Mandryk, Tadeusz Stach, and Carl Gutwin. 2011. Target assistance for subtly balancing competitive play. In Proceedings of the 2011 annual conference on Human factors in computing systems CHI '11. ACM Press. 1978942.1979287
[7]
Roy F. Baumeister. 1984. Choking under pressure: Selfconsciousness and paradoxical effects of incentives on skillful performance. Journal of Personality and Social Psychology 46, 3 (1984), 610--620. org/10.1037/0022--3514.46.3.610
[8]
Walter R. Boot, Anna Sumner, Tyler J. Towne, Paola Rodriguez, and K. Anders Ericsson. 2016. Applying Aspects of the Expert Performance Approach to Better Understand the Structure of Skill and Mechanisms of Skill Acquisition in Video Games. Topics in Cognitive Science 9, 2 (nov 2016), 413--436. org/10.1111/tops.12230
[9]
Lyle E. Bourne and E. James Archer. 1956. Time continuously on target as a function of distribution of practice. Journal of Experimental Psychology 51, 1 (1956), 25--33.
[10]
Jason T. Bowey, Max V. Birk, and Regan L. Mandryk. 2015. Manipulating Leaderboards to Induce Player Experience. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '15). ACM, New York, NY, USA, 115--120.
[11]
Gerard J.P. Van Breukelen. 2006. ANCOVA versus change from baseline had more power in randomized studies and more bias in nonrandomized studies. Journal of Clinical Epidemiology 59, 9 (sep 2006), 920-- 925. 02.007
[12]
Ryan Brydges, Heather Carnahan, David Backstein, and Adam Dubrowski. 2007. Application of Motor Learning Principles to Complex Surgical Tasks: Searching for the Optimal Practice Schedule. Journal of Motor Behavior 39, 1 (jan 2007), 40--48. 3200/jmbr.39.1.40--48
[13]
budda loves you. 2015. Titan Souls General Discussions - Is there any reason why it doesn't just spawn you outside of the boss door when you die. Steam Community (2015). Retrieved September 13, 2018 from https://steamcommunity.com/app/297130/ discussions/0/618458030655379691/
[14]
Terry Cavanagh. 2012. Super Hexagon.
[15]
Terry Cavanagh. 2012. Super Hexagon. Retrieved August 30, 2018 from https://www.superhexagon.com/
[16]
Nicholas J. Cepeda, Noriko Coburn, Doug Rohrer, John T. Wixted, Michael C. Mozer, and Harold Pashler. 2009. Optimizing Distributed Practice: Theoretical Analysis and Practical Implications. Experimental Psychology 56, 4 (jan 2009), 236--246. //dx.doi.org/10.1027/1618--3169.56.4.236
[17]
Jenova Chen. 2007. Flow in games (and everything else). Commun. ACM 50, 4 (apr 2007), 31. //dx.doi.org/10.1145/1232743.1232769
[18]
Andy Cockburn, Carl Gutwin, Joey Scarr, and Sylvain Malacria. 2014. Supporting Novice to Expert Transitions in User Interfaces. Comput. Surveys 47, 2 (nov 2014), 1--36.
[19]
S. E. Criscimagna-Hemminger and R. Shadmehr. 2008. Consolidation Patterns of Human Motor Memory. Journal of Neuroscience 28, 39 (sep 2008), 9610--9618.
[20]
Peter F. Delaney, Peter P.J.L. Verkoeijen, and Arie Spirgel. 2010. Spacing and testing effects: A deeply critical, lengthy, and at times discursive review of the literature. In Psychology of Learning and Motivation. Elsevier, 63--147. 53003--2
[21]
Frank N. Dempster. 1988. The spacing effect: A case study in the failure to apply the results of psychological research. American Psychologist 43, 8 (1988), 627--634.
[22]
Douglas Derryberry and Marjorie A. Reed. 2002. Anxiety-related attentional biases and their regulation by attentional control. Journal of Abnormal Psychology 111, 2 (2002), 225--236. 1037/0021--843x.111.2.225
[23]
Sebastian Deterding. 2015. The lens of intrinsic skill atoms: A method for gameful design. Human-Computer Interaction 30, 3--4 (2015), 294--335. doi.org/10.1080/07370024.2014.993471
[24]
Emanuel Donchin. 1995. Video games as research tools: The Space Fortress game. Behavior Research Methods, Instruments, & Computers 27, 2 (jun 1995), 217--223.
[25]
John J. Donovan and David J. Radosevich. 1999. A metaanalytic review of the distribution of practice effect: Now you see it, now you don't. Journal of Applied Psychology 84, 5 (1999), 795--805. 0021--9010.84.5.795
[26]
Julie S. Downs, Mandy B. Holbrook, Steve Sheng, and Lorrie Faith Cranor. 2010. Are Your Participants Gaming the System?: Screening Mechanical Turk Workers. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '10). ACM, New York, NY, USA, 2399--2402. 1145/1753326.1753688
[27]
Stephen Draper. 2017. Esports Terminology: Skill Ceilings and Skill Floors. Esports Edition (September 2017). Retrieved April 4, 2019 from https://esportsedition.com/general/ skill-ceiling-skill-floor-esports-terminology/
[28]
H. Ebbinghaus, H.A. Ruger, and C.E. Bussenius. 1913. Memory: A Contribution to Experimental Psychology. Teachers College, Columbia University.
[29]
Darren Edge, Elly Searle, Kevin Chiu, Jing Zhao, and James A. Landay. 2011. MicroMandarin. In Proceedings of the 2011 annual conference on Human factors in computing systems - CHI '11. ACM Press.
[30]
H C Ellis. 1978. Fundamentals of Human Learning, Memory, and Cognition. W. C. Brown Company.
[31]
Stefan Engeser and Falko Rheinberg. 2008. Flow, performance and moderators of challenge-skill balance. Motivation and Emotion 32, 3 (sep 2008), 158--172.
[32]
K. Anders Ericsson and Robert Pool. 2016. Peak: Secrets from the new science of expertise. Houghton Mifflin Harcourt.
[33]
M W Eysenck, M T Keane, and G Mather. 2010. Cognitive Psychology: A Student's Handbook, 6th Edition. Routledge Chapman & Hall.
[34]
Paul M Fitts. 1964. Perceptual-motor skill learning. In Categories of human learning. Elsevier, 243--285.
[35]
Paul M. Fitts and James R. Peterson. 1964. Information capacity of discrete motor responses. Journal of Experimental Psychology 67, 2 (1964), 103--112.
[36]
Paul Morris Fitts and Michael I. Posner. 1967. Human Performance. (1967).
[37]
FromSoftware. 2011. Dark Souls. Namco Bandai Games.
[38]
Rosemary Garris, Robert Ahlers, and James E. Driskell. 2002. Games, Motivation, and Learning: A Research and Practice Model. Simulation & Gaming 33, 4 (dec 2002), 441--467. 1046878102238607
[39]
G.M. Gazda and R.J. Corsini. 1980. Theories of Learning: A Comparative Approach. F. E. Peacock Publishers.
[40]
James Paul Gee. 2005. Learning by Design: Good Video Games as Learning Machines. E-Learning and Digital Media 2, 1 (mar 2005), 5--16. 10.2304/elea.2005.2.1.5
[41]
Diane L. Gill and Thomas E. Deeter. 1988. Development of the Sport Orientation Questionnaire. Research Quarterly for Exercise and Sport 59, 3 (sep 1988), 191--202. 02701367.1988.10605504
[42]
Frédéric Guay, Robert J Vallerand, and Céline Blanchard. 2000. On the assessment of situational intrinsic and extrinsic motivation: The Situational Motivation Scale (SIMS). Motivation and emotion 24, 3 (2000), 175--213.
[43]
Arin Hanson. 2011. Sequelitis - Mega Man Classic vs. Mega Man X. (2011). https://www.youtube.com/watch? v=8FpigqfcvlM
[44]
Daniel Himmelstein, Yitong Liu, and Jamie L. Shapiro. 2017. An Exploration of Mental Skills Among Competitive League of Legend Players. International Journal of Gaming and Computer-Mediated Simulations 9, 2 (apr 2017), 1--21. ijgcms.2017040101
[45]
Nicola J. Hodges, Raoul Huys, and Janet L. Starkes. 2012. Methodological Review and Evaluation of Research in Expert Performance in Sport. In Handbook of Sport Psychology. John Wiley & Sons, Inc., 159--183.
[46]
Dennis H. Holding. 1989. Skills Research. In Human Skills. John Wiley & Sons, 1--16.
[47]
J. Honeybourne, M. Hill, and H. Moors. 2000. AS Level Textbook. Nelson Thornes Limited.
[48]
HowLongToBeat. 2018. How long is Super Hexagon? (2018). Retrieved September 18, 2018 from https:// howlongtobeat.com/game.php?id=9353
[49]
Ioanna Iacovides, Anna L. Cox, Ara Avakian, and Thomas Knoll. 2014. Player Strategies: Achieving Breakthroughs and Progressing in Single-Player and Cooperative Games. Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play - CHI PLAY '14 (2014), 131--140.
[50]
JC Fletcher. 2012. Super Hexagon has sold approximately 45,000 copies. Engadget (2012). Retrieved September 18, 2018 from https://www.engadget.com/2012/09/21/ super-hexagon-has-sold-approximately-45-000-copies/
[51]
Charlene Jennett, Anna L. Cox, Paul Cairns, Samira Dhoparee, Andrew Epps, Tim Tijs, and Alison Walton. 2008. Measuring and defining the experience of immersion in games. International Journal of HumanComputer Studies 66, 9 (sep 2008), 641--661.
[52]
Colby Johanson. 2016. Scaffolding Novices to Leverage Auditory Awareness Cues in First-Person Shooters. Master's thesis. University of Saskatchewan, Saskatoon, Canada.
[53]
Colby Johanson, Carl Gutwin, and Regan L. Mandryk. 2017. The Effects of Navigation Assistance on Spatial Learning and Performance in a 3D Game. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17. ACM Press.
[54]
Colby Johanson and Regan L Mandryk. 2016. Scaffolding Player Location Awareness through Audio Cues in First-Person Shooters. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. ACM, 3450--3461. 1145/2858036.2858172
[55]
Jesper Juul. 2013. The art of failure: An essay on the pain of playing video games. Mit Press.
[56]
Tadhg Kelly. 2018. Conveyance. What Games Are (2018). Retrieved November 28, 2018 from https: //www.whatgamesare.com/conveyance.html
[57]
Kristian Kiili. 2005. Digital game-based learning: Towards an experiential gaming model. The Internet and higher education 8, 1 (2005), 13--24.
[58]
Jong Wook Kim and Frank E. Ritter. 2015. Learning, Forgetting, and Relearning for Keystroke- and Mouse-Driven Tasks: Relearning Is Important. Human--Computer Interaction 30, 1 (2015), 1--33.
[59]
Jong W. Kim, Frank E. Ritter, and Richard J. Koubek. 2013. An integrated theory for improved skill acquisition and retention in the three stages of learning. Theoretical Issues in Ergonomics Science 14, 1 (2013), 22--37.
[60]
Aniket Kittur, Ed H. Chi, and Bongwon Suh. 2008. Crowdsourcing user studies with Mechanical Turk. In Proceeding of the twenty-sixth annual CHI conference on Human factors in computing systems - CHI '08. ACM Press.
[61]
D.A. Kolb. 1984. Experiential Learning: Experience as the Source of Learning and Development. Prentice Hall, Englewood Cliffs, NJ.
[62]
Raph Koster. 2013. Theory of fun for game design. O'Reilly Media, Inc.
[63]
HyunKyu Lee, Walter R. Boot, Chandramallika Basak, Michelle W. Voss, Ruchika Shaurya Prakash, Mark Neider, Kirk I. Erickson, Daniel J. Simons, Monica Fabiani, Gabriele Gratton, Kathy A. Low, and Arthur F. Kramer. 2012. Performance gains from directed training do not transfer to untrained tasks. Acta Psychologica 139, 1 (jan 2012), 146--158. actpsy.2011.11.003
[64]
Timothy D. Lee and Elizabeth D. Genovese. 1988. Distribution of Practice in Motor Skill Acquisition: Learning and Performance Effects Reconsidered. Research Quarterly for Exercise and Sport 59, 4 (dec 1988), 277-- 287.
[65]
Timothy D. Lee and Elizabeth D. Genovese. 1989. Distribution of Practice in Motor Skill Acquisition: Different Effects for Discrete and Continuous Tasks. Research Quarterly for Exercise and Sport 60, 1 (mar 1989), 59--65.
[66]
Ricardo Lopes and Rafael Bidarra. 2011. Adaptivity challenges in games and simulations: a survey. IEEE Transactions on Computational Intelligence and AI in Games 3, 2 (2011), 85--99. 1109/tciaig.2011.2152841
[67]
R.A. Magill. 1998. Motor Learning: Concepts and Applications. McGraw-Hill.
[68]
R. Magill. 2010. Motor Learning and Control: Concepts and Applications. McGraw-Hill Education.
[69]
Winter Mason and Siddharth Suri. 2012. Conducting behavioral research on Amazon's Mechanical Turk. Behavior research methods 44, 1 (2012), 1--23.
[70]
RSW Masters, Jon Law, and Jon Maxwell. 2002. Implicit and explicit learning in interceptive actions. Interceptive actions in sport: Information and movement (2002), 126-- 143.
[71]
Edward McAuley, Terry Duncan, and Vance V. Tammen. 1989. Psychometric Properties of the Intrinsic Motivation Inventory in a Competitive Sport Setting: A Confirmatory Factor Analysis. Research Quarterly for Exercise and Sport 60, 1 (mar 1989), 48--58.
[72]
Vivienne Robison McClatchy. 1925. The optimal position of a rest period in learning. Journal of Experimental Psychology 8, 4 (1925), 251--277.
[73]
Adam W Meade and S Bartholomew Craig. 2012. Identifying careless responses in survey data. Psychological methods 17, 3 (2012), 437.
[74]
Metacritic. 2018. Super Hexagon for PC Reivews. (2018). Retrieved September 18, 2018 from https: //www.metacritic.com/game/pc/super-hexagon
[75]
Spero A. Metalis. 1985. Effects of Massed versus Distributed Practice on Acquisition of Video Game Skill. Perceptual and Motor Skills 61, 2 (oct 1985), 457--458.
[76]
Matthew K. Miller and Regan L. Mandryk. 2016. Differentiating in-Game Frustration from at-Game Frustration using Touch Pressure. In Proceedings of the 2016 ACM on Interactive Surfaces and Spaces - ISS '16. ACM Press.
[77]
Vanessa D Moss. 1995. The efficacy of massed versus distributed practice as a function of desired learning outcomes and grade level of the student. (1995).
[78]
David M Neves and John R Anderson. 1981. Knowledge compilation: Mechanisms for the automatization of cognitive skills. Cognitive skills and their acquisition (1981), 57--84.
[79]
Allen Newell and Paul S Rosenbloom. 1981. Mechanisms of skill acquisition and the law of practice. Cognitive skills and their Acquisition 6 (1981), 1--55.
[80]
Newzoo. 2019. Global Esports Market Report 2019. (2019). Retrieved July 30, 2019 from https://newzoo.com/insights/trend-reports/ newzoo-global-esports-market-report-2019-light-version/
[81]
Nintendo EAD. 2006. Wii Sports. Nintendo.
[82]
Kent L. Norman. 2011. Assessing the Components of Skill Necessary for Playing Video Games. Technical Report. University of Maryland. 1--12 pages.
[83]
Kent L. Norman, Yu-Chi Wang, Joseph Barnet, and Reze Mahmud. 2016. Assessing the Necessary Skill Profiles for Playing Video Games. Technical Report. University of Maryland. 1--16 pages.
[84]
Thomas Pagulayan, Randy J and Keeker, Kevin and Wixon, Dennis and Romero, Ramon L and Fuller. 2002. User-centered Design in Games. In Human-Computer Interaction: Designing for Diverse Users and Domains. CRC Press Boca Raton, FL, Chapter 13, 217--236.
[85]
Gabriele Paolacci and Jesse Chandler. 2014. Inside the Turk: Understanding Mechanical Turk as a participant pool. Current Directions in Psychological Science 23, 3 (jun 2014), 184--188. 0963721414531598
[86]
Gabriele Paolacci, Jesse Chandler, Panagiotis G Ipeirotis, and others. 2010. Running experiments on Amazon Mechanical Turk. Judgment and Decision Making 5, 5 (2010), 411--419.
[87]
Serge Petralito, Florian Brühlmann, Glena Iten, Elisa D Mekler, and Klaus Opwis. 2017. A Good Reason to Die: How Avatar Death and High Challenges Enable Positive Experiences. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI 2017) (2017).
[88]
R.W. Proctor, A. Dutta, and A. Ehrenstein. 1995. Skill Acquisition and Human Performance. SAGE Publications.
[89]
Robert W. Proctor, T. Gilmour Reeve, and Daniel J. Weeks. 1990. A Triphasic Approach to the Acquisition of Response-Selection Skill. Psychology of Learning and Motivation - Advances in Research and Theory 26, C (1990), 207--240. 1016/S0079--7421(08)60055--9
[90]
Andrew K Przybylski, C Scott Rigby, and Richard M Ryan. 2010. A motivational model of video game engagement. Review of General Psychology 14, 2 (2010), 154--166.
[91]
Falko Rheinberg, Regina Vollmeyer, and Bruce D Burns. 2001. QCM: A questionnaire to assess current motivation in learning situations. Diagnostica 47, 2 (2001), 57--66.
[92]
Richard M. Ryan, C. Scott Rigby, and Andrew Przybylski. 2006. The Motivational Pull of Video Games: A Self-Determination Theory Approach. Motivation and Emotion 30, 4 (nov 2006), 344--360. //dx.doi.org/10.1007/s11031-006--9051--8
[93]
Alan W. Salmoni. 1989. Motor Skill Learning. In Human Skills. John Wiley & Sons, 197--228.
[94]
Alan W. Salmoni, Richard A. Schmidt, and Charles B. Walter. 1984. Knowledge of results and motor learning: A review and critical reappraisal. Psychological Bulletin 95, 3 (1984), 355--386. 0033--2909.95.3.355
[95]
Florian Schimanke, Robert Mertens, and Oliver Vornberger. 2014. Spaced repetition learning games on mobile devices. Interactive Technology and Smart Education 11, 3 (sep 2014), 201--222. itse-07--2014-0017
[96]
Florian Schimanke, Robert Mertens, and Oliver Vornberger. 2017. Designing for Motivation: DesignConsiderations for Spaced-Repetition-Based Learning Games on Mobile Devices. International Journal on E-Learning 16, 3 (2017), 287--311.
[97]
Richard A. Schmidt and Timothy D. Lee. 2005. Motor Control and Learning: A Behavioral Emphasis. Human Kinetics.
[98]
Richard A. Schmidt, Timothy D. Lee, C.J. Winstein, G. Wulf, and H.N. Zelaznik. 2018. Motor Control and Learning, 6E. Langara College.
[99]
Walter Schneider. 1985. Training High-Performance Skills: Fallacies and Guidelines. Human Factors: The Journal of the Human Factors and Ergonomics Society 27, 3 (jun 1985), 285--300. 1177/001872088502700305
[100]
Walter Schneider and Richard M. Shiffrin. 1977. Controlled and automatic human information processing: I. Detection, search, and attention. Psychological Review 84, 1 (1977), 1--66. 0033--295x.84.1.1
[101]
Yuri Seo. 2016. Professionalized consumption and identity transformations in the field of eSports. Journal of Business Research 69, 1 (jan 2016), 264--272.
[102]
Wayne L Shebilske, Barry P Goettl, Kip Corrington, and Eric Anthony Day. 1999. Interlesson spacing and task-related processing during complex skill acquisition. Journal of Experimental Psychology: Applied 5, 4 (1999), 413--437. 1076--898x.5.4.413
[103]
Steve Sheng, Mandy Holbrook, Ponnurangam Kumaraguru, Lorrie Faith Cranor, and Julie Downs. 2010. Who Falls for Phish?: A Demographic Analysis of Phishing Susceptibility and Effectiveness of Interventions. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '10). ACM, New York, NY, USA, 373--382. 1753326.1753383
[104]
H. A. Simon. 1956. Rational choice and the structure of the environment. Psychological Review 63, 2 (1956), 129--138.
[105]
R N Singer. 1980. Motor Learning and Human Performance: An Application to Motor Skills and Movement Behaviors. MacMillan.
[106]
G.S. Snoddy. 1926. Learning and stability: a psychophysiological analysis of a case of motor learning with clinical applications. Journal of Applied Psychology 10, 1 (1926), 1--36. h0075814
[107]
Nicholas C. Soderstrom and Robert A. Bjork. 2015. Learning Versus Performance. Perspectives on Psychological Science 10, 2 (2015), 176--199. //dx.doi.org/10.1177/1745691615569000
[108]
Steam Database. 2018. Super Hexagon - AppID: 221640. (2018). Retrieved September 18, 2018 from https://steamdb.info/app/221640/graphs/
[109]
StudioMDHR. 2017. Cuphead.
[110]
Team Meat. 2010. Super Meat Boy.
[111]
Caitlin Tenison and John R. Anderson. 2017. The impact of practice frequency on learning and retention. In Proceedings of the 39th Annual Meeting of the Cognitive Science Society. 1175--1180.
[112]
Line E. Thomsen, Falko Weigert Petersen, Anders Drachen, and Pejman Mirza-Babaei. 2016. Identifying Onboarding Heuristics for Free-to-Play Mobile Games: A Mixed Methods Approach. In Entertainment Computing - ICEC 2016. Springer International Publishing, 241--246. 978--3--319--46100--7_24
[113]
Edward Lee Thorndike. 1913. The Original Nature of Man. Teachers College, Columbia University.
[114]
P D Tomporowski. 2003. The Psychology of Skill: A Life-span Approach. Praeger Publishers.
[115]
u/imaunitard. 2012. r/gaming - Why not take a break? reddit (2012). Retrieved July 31, 2019 from https://www.reddit.com/r/gaming/comments/x6exy/ why_not_take_a_break/
[116]
u/Lopsidation. 2017. r/darksouls - Why are there long walks from bonfires to bosses? reddit (2017). Retrieved September 13, 2018 from https://www.reddit.com/r/darksouls/comments/6f8dwm/ why_are_there_long_walks_from_bonfires_to_bosses/
[117]
u/MetroidAndZeldaFan. 2015. r/truegaming - Do you find the lack of checkpoints in Dark Souls to be fair. reddit (2015). Retrieved September 15, 2018 from https://www.reddit.com/r/truegaming/comments/3k1bhp/ do_you_find_the_lack_of_checkpoints_in_dark_souls/
[118]
F Martijn Verhoeven and Karl M Newell. 2018. Unifying practice schedules in the timescales of motor learning and performance. Human Movement Science 59 (2018), 153--169. org/10.1016/j.humov.2018.04.004
[119]
Rodrigo Vicencio-Moreira, Regan L Mandryk, and Carl Gutwin. 2015. Now You Can Compete With Anyone: Balancing Players of Different Skill Levels in a FirstPerson Shooter Game. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI '15). ACM, New York, NY, USA, 2255--2264.
[120]
Regina Vollmeyer and Falko Rheinberg. 2006. Motivational Effects on Self-Regulated Learning with Different Tasks. Educational Psychology Review 18, 3 (oct 2006), 239--253. s10648-006--9017-0
[121]
Michael G Wagner. 2006. On the Scientific Relevance of eSports. In International conference on internet computing. 437--442.
[122]
Alan T Welford. 1976. Skilled performance: Perceptual and motor skills. (1976).
[123]
Daniel B. Willingham and Kelly Goedert-Eschmann. 1999. The Relation Between Implicit and Explicit Learning: Evidence for Parallel Development. Psychological Science 10, 6 (1999), 531--534. //dx.doi.org/10.1111/1467--9280.00201
[124]
A. Wingfield. 1979. Human learning and memory: an introduction. Harper & Row.
[125]
Brian M. Winn. 2009. The Design, Play, and Experience Framework. In Handbook of Research on Effective Electronic Gaming in Education. IGI Global, 1010--1024.
[126]
Carolee J. Winstein and Richard A. Schmidt. 1989. Sensorimotor Feedback. In Human Skills. John Wiley & Sons, 17--47.
[127]
Melody Wiseheart, Annalise A. D'Souza, and Jacey Chae. 2017. Lack of spacing effects during piano learning. PLoS ONE 12, 8 (2017), 1--13. //dx.doi.org/10.1371/journal.pone.0182986
[128]
Bob G. Witmer and Michael J. Singer. 1998. Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence: Teleoperators and Virtual Environments 7, 3 (jun 1998), 225--240. //dx.doi.org/10.1162/105474698565686

Cited By

View all
  • (2024)"Trust the Process": An Exploratory Study of Process Visualizations for Self-Reflection in League of LegendsProceedings of the ACM on Human-Computer Interaction10.1145/36771118:CHI PLAY(1-28)Online publication date: 15-Oct-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)Hexed by Pressure: How Action-State Orientation Explains Propensity to Choke in Super HexagonProceedings of the ACM on Human-Computer Interaction10.1145/36770778:CHI PLAY(1-31)Online publication date: 15-Oct-2024
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
CHI PLAY '19: Proceedings of the Annual Symposium on Computer-Human Interaction in Play
October 2019
680 pages
ISBN:9781450366885
DOI:10.1145/3311350
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].

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 17 October 2019

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. games
  2. practice
  3. skill development
  4. spacing

Qualifiers

  • Research-article

Conference

CHI PLAY '19
Sponsor:

Acceptance Rates

CHI PLAY '19 Paper Acceptance Rate 51 of 181 submissions, 28%;
Overall Acceptance Rate 421 of 1,386 submissions, 30%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)69
  • Downloads (Last 6 weeks)3
Reflects downloads up to 15 Jan 2025

Other Metrics

Citations

Cited By

View all
  • (2024)"Trust the Process": An Exploratory Study of Process Visualizations for Self-Reflection in League of LegendsProceedings of the ACM on Human-Computer Interaction10.1145/36771118:CHI PLAY(1-28)Online publication date: 15-Oct-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)Hexed by Pressure: How Action-State Orientation Explains Propensity to Choke in Super HexagonProceedings of the ACM on Human-Computer Interaction10.1145/36770778:CHI PLAY(1-31)Online publication date: 15-Oct-2024
  • (2024)Disengagement From Games: Characterizing the Experience and Process of Exiting Play SessionsProceedings of the ACM on Human-Computer Interaction10.1145/36770668:CHI PLAY(1-27)Online publication date: 15-Oct-2024
  • (2024)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned ParadigmsACM Transactions on Computer-Human Interaction10.1145/367323031:3(1-74)Online publication date: 15-Jun-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)A Design Framework for Reflective PlayProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642455(1-21)Online publication date: 11-May-2024
  • (2024)Collegiate Esports: To Be or Not to Be a Collegiate SportJournal of Electronic Gaming and Esports10.1123/jege.2023-00452:1Online publication date: 1-Jan-2024
  • (2023)If at First You Don’t Succeed: Helping Players Make Progress in Games with Breaks and CheckpointsProceedings of the ACM on Human-Computer Interaction10.1145/36110337:CHI PLAY(342-368)Online publication date: 4-Oct-2023
  • (2023)Grinding to a Halt: The Effects of Long Play Sessions on Player Performance in Video GamesCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616073(36-42)Online publication date: 6-Oct-2023
  • Show More Cited By

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media