| Literature DB >> 35231043 |
Daniel Eriksson Sörman1, Karl Eriksson Dahl2, Daniel Lindmark2, Patrik Hansson2, Mariana Vega-Mendoza1, Jessica Körning-Ljungberg1.
Abstract
Esports is an often time-consuming activity that has become increasingly popular with billions of players all over the world. The objective of this study was to investigate if there is a relationship between skill level in the strategy video game Dota 2, a game that places many demands on decision making to be successful, and decision making under ambiguity and experience as measured by performance in the Iowa Gambling Task (IGT), a task known to have ecological validity. Two indicators of players' performance in Dota 2, namely match-making rating (MMR) and Medal, were used as predictors of performance in the IGT in path models. Results showed that Medal was a significant predictor of performance in IGT, while MMR score was borderline significant. The cognitive reflection task, included in the models as an indicator of the ability to engage in conscious, analytical, rational, and logical thinking, was a significant predictor of performance in IGT, and was significantly and positively related to MMR. The findings from this study give insight into the cognitive demands related to performance in Dota 2. Although results suggest that strategy video gaming may be a factor that contributes to increased decision making abilities, a reversed relationship is also possible, whereby individuals who are better at decision making are also more likely to become successful in Dota-2. More studies, preferably longitudinal, are needed to replicate the findings of this study and to establish the directionality between factors.Entities:
Mesh:
Year: 2022 PMID: 35231043 PMCID: PMC8887737 DOI: 10.1371/journal.pone.0264350
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Descriptive statistics of the study sample (n = 337).
| Mean | SD | Skewness | Kurtosis | |
|---|---|---|---|---|
| 1. Age | 23.27 | 3.80 | 0.47 | 0.74 |
| 2. MMR | 3875.52 | 1286.42 | 0.05 | -0.25 |
| 3. Medal | 23.86 | 7.34 | -0.39 | -0.50 |
| 4. Matches Played | 4056.62 | 2449.83 | 1.19 | 2.40 |
| 5. CRT | 4.55 | 1.54 | -1.10 | 0.50 |
| 6. IGT (net worth) | 2019.61 | 1540.74 | - 0.42 | 0.10 |
Note. MMR = Match-making rating, CRT = Cognitive reflection task, IGT = Iowa gambling task.
aStandard error = 1.33
bStandard error = 0.27.
Bootstrapped correlations between variables included in the study.
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1. Age | - | |||||
| 2. MMR | -.01 | - | ||||
| 3. Medal | -.04 |
| - | |||
| 4. Matches played | .10 |
|
| - | ||
| 5. CRT | .03 | .11 | .10 | .05 | - | |
| 6. IGT | .01 |
|
| .10 |
| - |
Note. Number of bootstrap samples was 1000 in all cases. MMR = Match-making rating, CRT = Cognitive reflection task, IGT = Iowa gambling task.
*p < .05
**p < .01. Values in bold withstood Bonferroni adj. p < α = .05/15 = .0033.
Fig 1Path model with Iowa Gambling Task (IGT) regressed on Medal, cognitive reflection task (CRT), and Time-on-task.
Digits on bold represent significant standardized regression weights. Digits in italics show squared multiple correlations.
Regression weights in the model that included Medal, cognitive reflection task (CRT), and Time-on-task as predictors of performance in Iowa Gambling Task (IGT).
Bootstrapped estimates were used to determine standard error, confidence intervals, and p-values.
| Predictor variable | Outcome variable | B | LL (95% CI) | UL (95% CI) | S.E. |
| |
|---|---|---|---|---|---|---|---|
| CRT | → | Medal | 0.352 | -0.052 | 0.823 | 0.234 | .087 |
| Time-on-Task | → | Medal | 0.002 | 0.001 | 0.002 | 0.000 | .010 |
| CRT | → | IGT | 144.662 | 17.240 | 249.164 | 55.122 | .018 |
| Time-on-Task | → | IGT | 0.004 | -0.070 | 0.090 | 0.039 | .968 |
| Medal | → | IGT | 31.361 | 2.957 | 62.361 | 14.368 | .020 |
Note: B = unstandardized regression weights. CI = Confidence Interval. LL = Lower Level. UL = Upper Level. SE = Standard Error.
Fig 2Path model with Iowa Gambling Task (IGT) regressed on match-making rating (MMR), cognitive reflection task (CRT), and Time-on-task.
Digits on bold represent significant standardized regression weights. Digits in italics show squared multiple correlations.
Regression weights in the model that included match-making rating (MMR), cognitive reflection task (CRT), and Time-on-task as predictors of performance in Iowa Gambling Task (IGT).
Bootstrapped estimates were used to determine standard error, confidence intervals, and p-values.
| Predictor variable | Outcome variable | B | LL (95% CI) | UL (95% CI) | S.E. |
| |
|---|---|---|---|---|---|---|---|
| CRT | → | MMR | 72.490 | 6.226 | 164.923 | 38.212 | .044 |
| Time-on-Task | → | MMR | 0.309 | 0.256 | 0.381 | 0.031 | .010 |
| CRT | → | IGT | 144.669 | 16.334 | 251.988 | 55.277 | .018 |
| Time-on-Task | → | IGT | 0.009 | -0.065 | 0.094 | 0.041 | .845 |
| MMR | → | IGT | 0.152 | -0.011 | 0.337 | 0.086 | .068 |
Note: B = unstandardized regression weights. CI = Confidence Interval. LL = Lower Level. UL = Upper Level. SE = Standard Error.