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Time on task matters most in video game expertise
Umeå universitet, Institutionen för psykologi.
Umeå universitet, Institutionen för psykologi.ORCID iD: 0000-0003-4813-0309
Umeå universitet, Institutionen för psykologi.ORCID iD: 0000-0002-2709-9966
Umeå universitet, Institutionen för psykologi.ORCID iD: 0000-0002-5884-6469
2018 (English)In: PLOS ONE, E-ISSN 1932-6203, Vol. 13, no 10, article id e0206555Article in journal (Refereed) Published
Abstract [en]

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 predictor of MMR, and grit also significantly influenced performance. However, WMC did not play a substantial role in predicting performance while playing Dota 2. These results are discussed in relation to sample characteristics and the role of deliberate practice and skill acquisition within the domain of playing Dota 2. Further, we suggest that future research investigates the social aspects of attaining skill, the relationship between personality and performance, and the qualitative aspects of time spent on a task.

Place, publisher, year, edition, pages
Public Library of Science , 2018. Vol. 13, no 10, article id e0206555
National Category
Psychology (excluding Applied Psychology)
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URN: urn:nbn:se:ltu:diva-78363DOI: 10.1371/journal.pone.0206555ISI: 000448641200043PubMedID: 30372473Scopus ID: 2-s2.0-85055612705OAI: oai:DiVA.org:ltu-78363DiVA, id: diva2:1421969
Available from: 2020-04-06 Created: 2020-04-06 Last updated: 2025-10-22Bibliographically approved

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Bäcklund, ChristianEriksson Sörman, DanielJonsson, Bert

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