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

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.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2024-10-14
DOI
https://doi.org/10.1145/3677087
Primary Topic
Artificial Intelligence in Games
Type
article
Field-Weighted Citation Impact
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article

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

Rainer Malaka, Thomas Muender, Ioannis Bikas, Johannes Pfau
Proceedings of the ACM on Human-Computer Interaction
Artificial Intelligence in Games
article

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

Rainer Malaka, Thomas Muender, Ioannis Bikas, Johannes Pfau
article en

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.

Proceedings of the ACM on Human-Computer InteractionVol. 8(CHI PLAY)
University of Bremen (DE), Utrecht University (NL)
Quality Education
Openalex Percentile: Top 84%
Artificial Intelligence in Games
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Low Latency Feedback: Contrasting Training Outcomes of Immediate versus Delayed Feedback in Speedrunning Super Mario Bros. — Rainer Malaka, Thomas Muender, et al. · Proceedings of the ACM on Human-Computer Interaction (2024) | TGRS Research Map | TGRS