Low Latency Feedback: Contrasting Training Outcomes of Immediate versus Delayed Feedback in Speedrunning Super Mario Bros.

Publication date

2024-10-15

Authors

Bikas, Ioannis
Pfau, JohannesORCID 0000-0002-8760-5023ISNI 0000000524640675
Muender, Thomas
Malaka, Rainer

Editors

Advisors

Supervisors

Document Type

Article

Collections

Open Access logo

License

cc_by

Abstract

With the rise of popularity and societal importance of video games, trends of grinding play for excessive amounts of time to improve proficiency becomes more and more common. This bears not only physical and mental health risks, but has already shown to be detrimental for skill acquisition, defeating its purpose in the first place. For the sake of health promotion, well-being, and the advancement of self-regulated learning, we specifically investigate the impact of detailed feedback on player performance. As research about comparable activities in related domains suggest inconclusive implications for when feedback in video game learning should be presented, we particularly explore the impact of delivering immediate versus delayed feedback, during or after play. Using (n = 30) participants and the well-investigated Super Mario Bros., we communicate insights in favor for deploying feedback immediately when polishing one’s video game related skills such as in speedrunning.

Keywords

Competitive video games, feedback, observational study, player performance, Taverne, Social Sciences (miscellaneous), Human-Computer Interaction, Computer Networks and Communications

Citation

Bikas, I, Pfau, J, Muender, T & Malaka, R 2024, 'Low Latency Feedback : Contrasting Training Outcomes of Immediate versus Delayed Feedback in Speedrunning Super Mario Bros.', Proceedings of the ACM on Human-Computer Interaction, vol. 8, no. CHI PLAY, 322. https://doi.org/10.1145/3677087