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第一人称射击类电子游戏中技能的运动学标记

Kinematic markers of skill in first-person shooter video games.

作者信息

Warburton Matthew, Campagnoli Carlo, Mon-Williams Mark, Mushtaq Faisal, Morehead J Ryan

机构信息

School of Psychology, University of Leeds, Leeds, West Yorkshire, LS2 9JT, UK.

Bradford Institute for Health Research, Bradford Hospitals National Health Service Trust, Bradford, BD9 6RJ, UK.

出版信息

PNAS Nexus. 2023 Jul 31;2(8):pgad249. doi: 10.1093/pnasnexus/pgad249. eCollection 2023 Aug.

Abstract

Video games present a unique opportunity to study motor skill. First-person shooter (FPS) games have particular utility because they require visually guided hand movements that are similar to widely studied planar reaching tasks. However, there is a need to ensure the tasks are equivalent if FPS games are to yield their potential as a powerful scientific tool for investigating sensorimotor control. Specifically, research is needed to ensure that differences in visual feedback of a movement do not affect motor learning between the two contexts. In traditional tasks, a movement will translate a cursor across a static background, whereas FPS games use movements to pan and tilt the view of the environment. To this end, we designed an online experiment where participants used their mouse or trackpad to shoot targets in both visual contexts. Kinematic analysis showed player movements were nearly identical between contexts, with highly correlated spatial and temporal metrics. This similarity suggests a shared internal model based on comparing predicted and observed displacement vectors rather than primary sensory feedback. A second experiment, modeled on FPS-style aim-trainer games, found movements exhibited classic invariant features described within the sensorimotor literature. We found the spatial metrics tested were significant predictors of overall task performance. More broadly, these results show that FPS games offer a novel, engaging, and compelling environment to study sensorimotor skill, providing the same precise kinematic metrics as traditional planar reaching tasks.

摘要

电子游戏为研究运动技能提供了独特的机会。第一人称射击(FPS)游戏具有特殊的用途,因为它们需要视觉引导的手部动作,这与广泛研究的平面伸手任务相似。然而,如果FPS游戏要发挥其作为研究感觉运动控制的强大科学工具的潜力,就需要确保这些任务是等效的。具体而言,需要进行研究以确保运动视觉反馈的差异不会影响两种情境下的运动学习。在传统任务中,运动会使光标在静态背景上移动,而FPS游戏则利用运动来平移和倾斜环境视图。为此,我们设计了一个在线实验,让参与者在两种视觉情境下都使用鼠标或触控板射击目标。运动学分析表明,玩家在两种情境下的动作几乎相同,空间和时间指标高度相关。这种相似性表明存在一个基于比较预测和观察到的位移向量而非主要感觉反馈的共享内部模型。第二个以FPS风格的瞄准训练游戏为模型的实验发现,动作表现出了感觉运动文献中描述的经典不变特征。我们发现所测试的空间指标是整体任务表现的重要预测因素。更广泛地说,这些结果表明,FPS游戏为研究感觉运动技能提供了一个新颖、引人入胜且令人信服的环境,提供了与传统平面伸手任务相同精确的运动学指标。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/d156/10411933/2c0764287ed5/pgad249f1.jpg

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