IDEAS home Printed from https://ideas.repec.org/a/plo/pone00/0275843.html
   My bibliography  Save this article

Mind the gap: Distributed practice enhances performance in a MOBA game

Author

Listed:
  • Ozan Vardal
  • Valerio Bonometti
  • Anders Drachen
  • Alex Wade
  • Tom Stafford

Abstract

Understanding how humans master complex skills has the potential for wide-reaching societal benefit. Research has shown that one important aspect of effective skill learning is the temporal distribution of practice episodes (i.e., distributed practice). Using a large observational sample of players (n = 162,417) drawn from a competitive and popular online game (League of Legends), we analysed the relationship between practice distribution and performance through time. We compared groups of players who exhibited different play schedules using data slicing and machine learning techniques, to show that players who cluster gameplay into shorter time frames ultimately achieve lower performance levels than those who space their games across longer time windows. Additionally, we found that the timing of intensive play periods does not affect final performance—it is the overall amount of spacing that matters. These results extend some of the key findings in the literature on practice and learning to an ecologically valid environment with huge n. We discuss our work in relation to recent studies that have examined practice effects using Big Data and suggest solutions for salient confounds.

Suggested Citation

  • Ozan Vardal & Valerio Bonometti & Anders Drachen & Alex Wade & Tom Stafford, 2022. "Mind the gap: Distributed practice enhances performance in a MOBA game," PLOS ONE, Public Library of Science, vol. 17(10), pages 1-23, October.
  • Handle: RePEc:plo:pone00:0275843
    DOI: 10.1371/journal.pone.0275843
    as

    Download full text from publisher

    File URL: https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0275843
    Download Restriction: no

    File URL: https://journals.plos.org/plosone/article/file?id=10.1371/journal.pone.0275843&type=printable
    Download Restriction: no

    File URL: https://libkey.io/10.1371/journal.pone.0275843?utm_source=ideas
    LibKey link: if access is restricted and if your library uses this service, LibKey will redirect you to where you can use your library subscription to access this item
    ---><---

    References listed on IDEAS

    as
    1. Seo, Yuri, 2016. "Professionalized consumption and identity transformations in the field of eSports," Journal of Business Research, Elsevier, vol. 69(1), pages 264-272.
    Full references (including those not matched with items on IDEAS)

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Hanhan Xue & James Du & Anthony D. Pizzo & Bradley J. Baker & Thomas E. Henry & Grace Yan & Nicholas M. Watanabe, 2024. "The dynamics of esports crowdfunding campaign success: a social exchange perspective," International Entrepreneurship and Management Journal, Springer, vol. 20(2), pages 549-573, June.
    2. Marcelo Leon & Miriam Vanessa Hinojosa-Ramos & Alan León-Lopez & Simone Belli & Cristian López-Raventós & Hector Florez, 2022. "eSports Events Trend: A Promising Opportunity for Tourism Offerings," Sustainability, MDPI, vol. 14(21), pages 1-14, October.
    3. Jaume Garcia-Villar, 2018. "eSports: Profile of Participants, Complementarity with Sports and its Perception as Sport. Evidence From Sports Video Games," Working Papers 1059, Barcelona School of Economics.
    4. Cunningham, George B. & Fairley, Sheranne & Ferkins, Lesley & Kerwin, Shannon & Lock, Daniel & Shaw, Sally & Wicker, Pamela, 2018. "eSport: Construct specifications and implications for sport management," Sport Management Review, Elsevier, vol. 21(1), pages 1-6.
    5. Parshakov, Petr & Naidenova, Iuliia & Barajas, Angel, 2020. "Spillover effect in promotion: Evidence from video game publishers and eSports tournaments," Journal of Business Research, Elsevier, vol. 118(C), pages 262-270.
    6. Xin Li & Zheng Li & Meng Qin & Weike Zhang & Chi-Wei Su, 2024. "Chinese eSports Industry’s Boom and Recession: Evidence From Bubble Detection Framework," SAGE Open, , vol. 14(1), pages 21582440231, February.
    7. Qiang Li & Qing Liu & Xiaona Guo & Shuo Xu & Jingyu Liu & Heli Lu, 2019. "Evolution and Transformation of the Central Place Theory in E-Business: China’s C2C Online Game Marketing," Sustainability, MDPI, vol. 11(8), pages 1-19, April.
    8. Hallmann, Kirstin & Giel, Thomas, 2018. "eSports – Competitive sports or recreational activity?," Sport Management Review, Elsevier, vol. 21(1), pages 14-20.
    9. Pizzo, Anthony D. & Kunkel, Thilo & Jones, Gareth J. & Baker, Bradley J. & Funk, Daniel C., 2022. "The strategic advantage of mature-stage firms: Digitalization and the diversification of professional sport into esports," Journal of Business Research, Elsevier, vol. 139(C), pages 257-266.
    10. Niculaescu, Corina-Elena & Sangiorgi, Ivan & Bell, Adrian R., 2023. "Venture capital financing in the eSports industry," Research in International Business and Finance, Elsevier, vol. 65(C).
    11. Qian, Tyreal Yizhou & Matz, Robbie & Luo, Lei & Xu, Chenglong, 2022. "Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports," Journal of Business Research, Elsevier, vol. 145(C), pages 482-494.
    12. Erz, Antonia & Heeris Christensen, Anna-Bertha, 2018. "Transforming Consumers Into Brands: Tracing Transformation Processes of the Practice of Blogging," Journal of Interactive Marketing, Elsevier, vol. 43(C), pages 69-82.

    More about this item

    Statistics

    Access and download statistics

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:plo:pone00:0275843. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: plosone (email available below). General contact details of provider: https://journals.plos.org/plosone/ .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.