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Differentiating right upper limb movements of esports players who play different game genres

Authors :
Antoine Dupuy
Mark J. Campbell
Adam J. Toth
Source :
Scientific Reports, Vol 15, Iss 1, Pp 1-12 (2025)
Publication Year :
2025
Publisher :
Nature Portfolio, 2025.

Abstract

Abstract Esports is a fast-growing worldwide phenomenon encompassing hundreds of millions of competitive players. It is well-established that different game genres require distinct cognitive skills, but the biomechanical implications of playing different game genres have received little attention. This is the first study to quantify gamers’ kinematic behaviour across genres, demonstrating the importance of physical demands on performance and equipment in esports. The purpose of this study was to investigate whether the right upper limb kinematic behaviour differs among players across game genres. 63 esports players played a First Person Shooter (FPS), Multiplayer Online Battle Arena (MOBA), or Adventure game for 10 min. Three tri-axial accelerometers, positioned on each participant’s right upper limb (hand, forearm, arm), recorded kinematic data during gameplay. Hand acceleration magnitude, direction change, distance travelled (sum of all hand displacements over 10-min of gameplay), and displacement area (size and shape) were calculated in addition to hand, forearm, and arm acceleration ratios. There was a marked difference in movement patterns across players of different game genres. FPS players displayed greater hand acceleration magnitude (0.96 m.s−2 ± 0.07 SEM), moved their hand through a greater distance (38.96 m ± 2.47 SEM), and over a larger displacement area (119.13 cm2 ± 16.05 SEM) compared to MOBA and Adventure players. MOBA players exhibited greater hand acceleration magnitude (0.73 m.s−2 ± 0.05 SEM), changed direction more (2335 ± 172 SEM) and covered more distance (29.25 m ± 1.80 SEM) compared to Adventure players within a smaller overall area (70.49 cm2 ± 9.91 SEM). These findings have the potential to impact the design of gaming equipment and the training volumes of gamers across different game genres, so as to mitigate injury risk and improve overall gaming performance.

Details

Language :
English
ISSN :
20452322
Volume :
15
Issue :
1
Database :
Directory of Open Access Journals
Journal :
Scientific Reports
Publication Type :
Academic Journal
Accession number :
edsdoj.451c6c29e4154515a3bd62a871635624
Document Type :
article
Full Text :
https://doi.org/10.1038/s41598-025-90949-6