Skip to main content
PLOS One logoLink to PLOS One
. 2023 Jul 25;18(7):e0288937. doi: 10.1371/journal.pone.0288937

Impact of focus of attention on aiming performance in the first-person shooter videogame Aim Lab

Ruben G Lamers James 1, Akira R O’Connor 1,*
Editor: John Adebisi2
PMCID: PMC10368276  PMID: 37490480

Abstract

Research examining the impact of Focus of Attention (FoA) has consistently demonstrated a benefit of adopting an external FoA over an internal FoA across a variety of sports and other domains. However, FoA research has yet to be applied within the rapidly growing world of competitive gaming. This study investigated whether an external FoA provided benefits over an internal FoA for aiming performance in First-Person Shooter (FPS) videogames, using the aim-training game Aim Lab. The study explored whether the level of participants’ previous experience of FPS games impacted any effect, as few studies have investigated this directly. Participants with high (N = 20) and low (N = 17) FPS experience who had a minimum of 200 hours FPS experience were selected for the study. The participants were instructed before each set of ten trials to either attend to their wrist/arm movements (internal FoA) or to the target (external FoA). There was no significant main effect of FoA on performance and no significant interaction between FoA and experience. In contrast to findings in other studies, an external FoA provided no performance benefits over an internal FoA in the FPS game Aim Lab. We discuss methodological issues related to the measures used and suggest avenues for future research with a view to improving understanding of putative underlying mechanisms for FoA effects.

Introduction

The rapid growth in popularity of competitive online gaming (esports), especially First Person Shooter (FPS) games, has given rise to a multi-billion dollar industry [1], with over one billion individuals watching esports in 2020 [2]. This increase in interest was reflected when the 2022 Commonwealth Games included a pilot event for esports, with plans to integrate this further into a full programme by 2026. As with other competitive sports and activities, competing at a high level in esports requires players to possess excellent attentional, cognitive and fine-motor skills [3]. Finding ways to enhance these skills has become the objective of players, coaches and researchers alike [4]. Due to the scale of the worldwide participation, highly controllable environments and easy access to direct performance measurements, esports provides a relatively untapped avenue for academic research within the domains of cognitive, sports, and performance psychology [5]. Studies have already successfully applied established principles from sports psychology to performance in esports, addressing the impact of fatigue [4] and emotions [6], as well as movement science principles, to enhance expectancies of success and increase autonomy [7]. One area of performance psychology research that has been utilised in many sports but has surprisingly yet to be implemented within esports or videogames, is the impact of adopting different foci of attention on performance outcomes.

Focus of attention

Wulf, Höß, and Prinz [8] were the first to find that adopting an external Focus of Attention (FoA), defined as attention directed towards movement effects (i.e., at a target) leads to a performance benefit over adopting an internal FoA, when attention is directed towards one’s body movements [9]. Experimenters typically use written or verbal instructions to direct participants to attend to either their body (e.g. hands, feet), or the location to which the movement will be directed (e.g. the target), to induce an internal or external FoA [10].

There is evidence across a range of studies that adopting an external FoA improves both the movement efficiency (e.g., energy used, muscular response) and movement effectiveness (e.g., accuracy) within tasks [11]. Research that has found this FoA effect has been conducted across a plethora of different age groups and domains, including simple physical tasks, form (such as gymnastics), and aiming-based sports, and in non-sports, including patients with motor impairments, such as Parkinson’s Disease.

Although many studies have demonstrated a benefit of adopting an external FoA over an internal FoA, this finding is not universal. For instance, studies in swimming [12] and darts [13] have failed to find a significant performance difference between either FoAs, whilst a study in gymnastics form found that performance improved when adopting an internal over an external FoA [14]. However, the latter study garnered concerns by Wulf [11] regarding the lack of similarity between FoA task instructions.

Despite the apparent evidence in favour of adopting an external FoA to improve performance, research in baseball [15] and long-distance running [16] showed that professional coaching had yet to implement FoA-informed techniques. However, it is possible that FoA may already underlie current coaching techniques. The performance benefits of ‘quiet eye’ training, a technique commonly used within coaching in ‘aiming’ sports (basketball, archery etc.), which involves visually fixating on the target before shooting, may be due in part to athletes shifting from an internal to an external FoA [1719].

The FoA effect has also been demonstrated across participants with both high and low levels of expertise, with several studies demonstrating an FoA effect in novice samples [2022] and others in expert samples [2325]. Although researchers have found it relevant to describe the level of expertise of their participants, few studies have investigated whether the impact of FoA differed between novice and expert participants by directly comparing high and low expertise samples within the same experiment, an issue raised by Neumann [24]. One of the few studies to have done this was a study by Perkins-Ceccato, Passmore, and Lee [26] who compared the performance of novices and experts in a golf-putting task. Contrary to other findings in FoA research, the study found that while adopting an external FoA was beneficial to experts, the opposite was true for novices, who had improved performance when adopting an internal FoA. Although the study received criticisms from Wulf [11] regarding methodological issues related to confounds within the experimental instructions, the question of whether the impact of FoA is affected by expertise level remains unanswered.

Wulf [11] suggested a range of confounding factors affecting FoA research, including the presence of visual feedback, that may overpower any attentional focus. Due to the nature of videogames, visual feedback will be present during any experiment, therefore this aspect will need further consideration.

This study, utilising experimental instructions in line with FoA research, aimed to expand on the existing performance research on FoA by investigating whether the FoA effect (i.e., an external FoA provides a performance benefit over an internal FoA), could be found in aiming performance in FPS games. The experiment was conducted using the FPS videogame Aim Lab. Aim Lab is a free aim-training game on PC designed to test, train and analyse aiming performance within FPS games, and has been used within performance research [27]. This study also directly compared the impact of FoA on performance between high and low experience (expertise) groups.

Methods

Participants

Participants were recruited using online advertising distributed through social media platforms of gaming societies and esports teams, and within the UK student esports leagues NUEL (National University Esports League) and NSE (National Students Esports). Participants were required to have at least 200 hours experience playing FPS games on PCs, to ensure that participants have a minimum level of mouse control and experience using similar aiming techniques. This was to ensure participants did not have to fundamentally learn a new skill, thus being more able to focus their attention on FoA instructions. The 200 hours was chosen as an arbitrary threshold based on anecdotal evidence from personal experience and communication regarding playtime with players competing in the NUEL and NSE esports leagues. Participants also had to meet the following inclusion criterion: aged 35 or under, refrained from consuming alcohol or other psychoactive substances other than caffeine for 12 hours prior to starting the experiment and have normal or corrected-to-normal eyesight.

An a priori g*power analysis identified that a sample size of 32 participants was required to detect a moderately small effect size (f = 0.15) at a 5% significance level with 0.95 statistical power [28].

Forty-three participants volunteered to take part in the study. They were invited to complete a brief demographic questionnaire (age, gender, hours of FPS played on PC). In total six participants were excluded from the analysis. Five of these participants failed the post-manipulation checks relating to adhering to the experimental instructions (See Post-Manipulation Checks). One participant was omitted due to an incomplete response. The final sample (N = 37, Mage = 21.1, SD = 1.56) included in the analysis consisted of 34 men, two women and one trans woman. Experience of the participants’ playing FPS games on PC was measured by self-reported hours of play, on three levels: 200–1000 hours, 1001–3000 hours and >3000 hours. Due to the small number of participants who played over 3000 hours (N = 3), the 1001–3000 hours and >3000 hour group was amalgamated, resulting in two levels of experience: low (200–1000 hours, N = 17) and high (>1000 hours, N = 20). Experience was categorised in groups to reduce potential inaccuracies when using self-reported hours as a continuous variable [29]. There was no significant difference in age between the two experience groups (low: Mage = 21.18, SD = 1.59, high: Mage = 21.05, SD = 1.57), t(35) = 0.243, p = 0.810.

Materials and apparatus

In line with COVID restrictions in early 2022, the experiment was conducted online. Participants were required to have a PC that satisfied the minimum criterion to run Aim Lab, a computer mouse, and a stable internet connection.

A step-by-step guide on how to setup the experiment, and experimental instructions, were provided using the online platform ‘Qualtrics’. Participants were instructed how to install, run and register the free game Aim Lab, through the game distributer ‘Steam’. Participants were required to change settings to pre-defined values, which were set to mitigate ethical concerns regarding the game (remove the image of a weapon and corresponding sound), as well as to ensure task uniformity. A ‘tracking’ scenario ‘Circleshot’, which involves aiming and following the target in a fluid motion, whilst holding down the left-click mouse button to fire repeatedly (at 10 shots per second), was chosen and adapted as the experimental scenario. This contrasts with the more popular gaming approach of clicking-oriented aiming, where the player must click repeatedly, which could lead to inhibited focus on the experimental instructions. Only needing to hold down the left-click mouse button within a tracking scenario should reduce the cognitive load needed to perform the task. Despite not being as ubiquitous as clicking-oriented aiming, ‘tracking’ aiming scenarios are becoming increasingly common within FPS games. Therefore, this scenario should not significantly affect the ecological validity of the task, which is similar to aiming scenarios that are commonly encountered when playing FPS games.

Procedure

Participants were directed on how to complete a trial, which involved an initial three second countdown, after which a blue sphere ‘target’ appeared, that moved on a 360° horizontal axis around the player, frequently changing direction. The participants were instructed to ‘destroy as many targets as quickly and accurately as possible during the 60 seconds of allotted time per trial’. They were told not to move their character during the trials or zoom in by right-clicking (therefore not changing their perspective).

After the player registered 10 ‘hits’ on the target, the target disappeared and a new target would appear in a random location on the horizontal axis, as well as randomly changing its size and movement speed. After 60 seconds the trial ended, and a new trial started.

Participants completed five practice trials to familiarise themselves with the scenario. After the practice trials, they completed two blocks of ten experimental trials, where they were presented with instructions designed to induce either an internal or external FoA. Experimental blocks were presented in a random order and counter-balanced to mitigate the impact of learning and order effects.

Task FoA instructions

To ensure compliance and comparison across task instructions, and in line with Wulf’s recommendations [11], the wording of the instructions was kept similar, only changing the relevant content to shift attentional focus to the wrist/arm (internal FoA) or the target (external FoA). The instructions either asked the participants to ‘maintain your focus on the movement of your arm and wrist and ensure smooth arm and wrist motions while tracking the target’ (internal) or ‘maintain your focus on the movement of the target and ensure smooth crosshair motions while tracking the target’ (external).

Post-manipulation checks and measures

Upon completion of both blocks of ten trials, participants were asked to rate to what extent they focused on either the movement of the wrist/arm (internal FoA) or of the target (external FoA). A 5-point Likert from Lawrence et al. [14] was adapted for the study, with five indicating a very strong focus, and one indicating no focus.

Due to the assumed influence of visual feedback on participants’ FoA, rather than using a straightforward method to measure adherence to instructions (i.e., did they report to use an internal FoA when instructed to do so, and vice versa), an alternative method of adherence was devised. Participants were judged to have adhered to the instructions and included within the dataset if the overall FoA used during the external condition was more external when compared to the internal condition, and vice versa. Participants were judged to have passed the post-manipulation check and were included in the main analysis if, after applying the formula below, the external FoA condition had a larger value than the internal FoA condition, so that participants’ FoA was more external in the external condition compared to the internal conditions, and vice versa.

The formula used was as follows:

EeEi>IeIi [Formula 1]

Note: For Formula 1, E = external task instruction, I = internal task instruction, e = external FoA rating, i = internal FoA rating.

Table 1 provides example scenarios of when participants who pass or fail the post manipulation check.

Table 1. Examples of possible scenarios of meeting or failing to meet the FoA post-manipulation check.

Example Participant FoA Condition Ee-Ei Ie-Ii Ee-Ei>Ie-Ii Inclusion
E e E i I e I i
1 5 3 5 3 2 2 FALSE NO
2 3 4 5 3 -1 2 FALSE NO
3 5 4 5 3 1 2 FALSE NO
4 5 2 5 3 3 2 TRUE YES
5 5 3 3 5 2 -2 TRUE YES

Values represent scores on five-point Likert scale indicating the extent participants either used an internal (i) or external (e) FoA in both the internal and external condition.

The study used a 2 (Instruction: internal vs external) x 2 (FPS experience: low vs high) mixed factorial design. Instruction was a within-subjects manipulation, whilst FPS experience was between-subjects and was defined as the number of hours of FPS games played on PC: low (200–1000) and high (>1000 hours).

Two control variables were kept stable: duration of the task (60 seconds) and target hit-points (10 hits).

Two dependent variables (DV) were collected through Aim Lab directly: total kills and total shots per trial. These were converted into means per experimental block. Using these variables and known controls, a further three DVs were computed to obtain additional performance measures, which were used in the analysis. As a proxy for speed ‘Kills Per Second (KPS)’ (Total Kills/ Trial Duration) was used. Participants’ accuracy was calculated as follows: (Total Kills x Hit-points) / (Total Shots x 0.01). As both speed and accuracy are important when playing FPS games competitively, a composite performance ‘score’ variable was derived by multiplying the speed (KPS) and accuracy variables to represent overall performance, which was used as the primary DV during the analysis.

KPS and accuracy were positively correlated (r = 0.51, p = 0.001). The composite ‘score’ variable was inevitably positively correlated with KPS (r = 0.88, p<0.001) and accuracy (r = 0.84, p<0.001). We would like to note that although the KPS and accuracy are positively correlated, this does not mean that they could not be theoretically independent. For instance, the strategy used by the participant (high accuracy-low KPS, low accuracy-high KPS), may influence the relationship between KPS and Accuracy (See Exploratory analysis). Combining the measures to produce a composite score should better represent performance in an ecological setting, where an optimal speed-accuracy trade off is being made.

Results

Data analysis was conducted using SPSS software v.28 to run statistical tests. The overall score data fitted a normal distribution, within acceptable levels of skewness (0.25) and kurtosis (-0.91), (below absolute values of 2 and 7 respectively; Byrne [30]). All tests of the homogeneity i.e., Mauchly’s, Box’s M and Levene’s tests, were non-significant (all ps>0.05), therefore no corrections were applied during the analyses. Any multiple comparisons were corrected using the Bonferroni adjustment. Where applicable, reported p values were two-tailed.

Did FoA impact overall aiming performance?

While participants overall performed slightly better (speed x accuracy) when adopting an external FoA, compared to an internal FoA (external Mscore = 13.15, SE = 0.65 vs internal Mscore = 12.87, SE = 0.71; Fig 1), a mixed repeated measures 2x2 (FoA, experience level) ANOVA revealed that the main effect of FoA was non-significant: F(1,35) = 0.73, p = 0.397, ηp2 = 0.02. Therefore, adopting an external FoA did not provide statistically significant performance benefits over an internal FoA.

Fig 1. FoA did not significantly impact overall performance.

Fig 1

Overall FoA effect: Mean scores (±SE) when adopting an internal and external FoA. Note that the y-axis minimum is 8.

Was the impact of FoA moderated by experience (expertise) level?

Although no significant main effect was found for FoA, it is possible that the FoA effect (difference between scores for external and internal FoA) changed with different levels of FPS experience (i.e., the impact of FoA is moderated by experience level).

Participants who had a high level of experience (>1000 hours), had higher scores when adopting either an internal (Mscore = 15.10, SE = 0.88) or external (Mscore = 15.42, SE = 0.96) FoA, when compared to participants with a low level of experience (internal Mscore = 10.64, SE = 1.04, external Mscore = 10.88, SE = 0.96; Fig 2). This was confirmed by the ANOVA, which revealed a statistically significant main effect of FPS experience on mean score: F(1,35) = 11.66, p = 0.002, η2 = 0.25.

Fig 2. Participants with a higher level of experience did significantly better than those of a lower experience level.

Fig 2

Impact of FPS Experience on Mean Scores when using internal and external FoAs: Mean scores (±SE) when adopting an internal and external FoA for low and high level of FPS experience groups (low = 200–1000 hours, high = >1000 hours). Note that the y-axis minimum is 8.

While the FoA effect was larger in the high experience group (Mscore(external-internal) = 0.31, SE = 0.39) compared to the lower experience group (Mscore(external-internal) = 0.23, SE = 0.52, Fig 3), one-sample t-tests revealed the difference score between external and internal scores were non-significant (from zero) for both the high experience group: t(19) = 0.81, p = 0.426, d = 0.18, and the low experience group: t(16) = 0.45, p = 0.663, d = 0.11. The ANOVA also revealed that there was no statistically significant interaction effect between FoA and experience level: F(1,35) = 0.02, p = 0.897, ηp2 = 0.00, indicating that level of experience did not moderate the impact of FoA.

Fig 3. Experience level had no impact on the FoA effect.

Fig 3

Difference between the FoA effect in the low and high FPS experience groups: Mean score difference (±SE) isolating the FoA effect (external minus internal) between low (200–1000 hours) and high (>1000 hours) FPS experience groups.

Therefore, there was no evidence that the difference between the mean scores in the two FoA conditions increased with level of FPS experience.

Exploratory analyses

The following analyses were conducted to attempt to further elucidate the main findings and explore any possible confounds that may have influenced the overall results.

Did FoA influence participants’ speed-accuracy strategy?

Despite no significant effect of FoA on overall scores, it is possible that FoA may have influenced the strategies used to achieve those scores i.e., one FoA used a high speed (KPS)/low accuracy strategy and the other used a high accuracy/low speed (KPS) strategy. A linear regression model revealed this to not be the case, with both FoAs following a similar speed/accuracy relationship (Fig 4). An ANOVA revealed that the interaction between FoA and KPS on accuracy was statistically non-significant: F(1,70) = 0.34, p = 0.561, ηp2 = 0.05, indicating that there was no statistically significant differences between the relationship of KPS and accuracy between FoAs. Therefore, FoA did not influence the speed-accuracy strategy within the task.

Fig 4. Participants adopt a similar speed-accuracy strategy when using an internal and external FoA.

Fig 4

Regression lines demonstrate speed-accuracy (KPS-accuracy) relationship when adopting an internal (blue line) and external FoA (orange line). Regression equations and R2 values for each FoA are presented.

Did participants have an overall tendency to adopt one FoA over the other?

Despite passing post-manipulation checks, it might have been easier to adopt one FoA over the other, or that it was harder to inhibit one FoA while instructed to use the other. This could indicate that despite adherence to the FoA instruction, participants could be biased or have a preference to adopt one FoA over the other.

To test this, internal FoA ratings were reverse coded and all the FoA ratings were then added, and if no bias existed and both FoAs were adopted to the same extent, then the median of the overall FoA rating was expected to be statistically zero (a positive value represents an external bias and a negative value represents an internal bias).

A Wilcoxon signed rank test revealed the median overall FoA rating across all trials for all participants did not statistically equal zero, and that there was an overall bias towards an external FoA (Median = 1, IQR = 0/2): Z = 3.26, p<0.001.

However, when splitting the data by FPS experience level, this bias was only statistically significant within the high experience group (Median = 1, IQR = 0/2): Z = 3.13, p = 0.002 and not in the low experience group (Median = 0, IQR = 0/2): Z = 1.37, p = 0.170, (Fig 5).

Fig 5. Participants with high FPS experience had an overall bias towards an external FoA.

Fig 5

Box plot demonstrating overall FoA ratings across both experimental FoA conditions within participants of high (>1000 hours) and low (200–1000 hours) levels of FPS experience (line = median, box = interquartile range, caps = range). A score of zero indicates no difference in the extent each FoA was adhered to. Negative scores represent an overall bias towards an internal FoA across conditions and positive scores indicates an overall bias towards an external FoA across conditions.

Discussion

The aim of this study was to investigate whether previous findings in FoA research could be replicated for aiming performance in FPS videogames, and whether experience (or expertise) level impacted on a FoA effect. Contrary to the literature, the findings of this study did not provide evidence that adopting an external FoA provided statistically significant performance benefits over an internal FoA within aiming in FPS videogames. There was no evidence to suggest that the impact of FoA on performance was affected by experience level.

The inconsistency between these findings and FoA research in other domains requires further consideration. Task instructions designed to induce FoA were kept as similar as possible to reduce possible confounds, as suggested by Wulf [11]. However, as written instructions and FoA post-manipulation checks must also be similar in content, this may have led to a participant’ bias in post-manipulation checks. Participant’ bias could be mitigated by using alternative ways to induce FoA rather than written or verbal instructions. A study found that children wearing coloured boots were more likely to adopt an external FoA than those who wore black boots [31]. Therefore, studies could attempt to modify characteristics of experimental stimuli to induce a specific FoA (i.e., use a black and coloured target), rather than use verbal or written instructions.

Although FPS experience was used as a proxy for expertise within this study, another way of ascertaining expertise could be to utilise participants’ respective competitive ranking scores within games, which has been shown to be an accurate measure of skill [2]. However, this would raise issues of inter-ranking comparisons between games and might exclude non-competitive players in the research. This study could have benefitted from a control condition, which is occasionally used within FoA research [11]. A control condition was omitted as there were concerns that adding additional trials could induce fatigue. Although not feasible in this study, future studies could be adapted to occur over a longer period or utilise a longitudinal design to investigate the impact of FoA on learning outcomes over time.

By including post-manipulation checks, an additional layer of checking participants’ adherence to the FoA instruction was incorporated, which was not routinely included in earlier FoA research [14]. Although 37 participants reported to adhere to the FoA instructions, five did not, with four of them reporting very high levels of FPS experience (>3000 hours). This could indicate that participants with more experience may be less flexible to switch their FoA on command, as they have become accustomed to using a certain FoA having played over a long period of time. This possibility was corroborated by findings which demonstrated that participants who adhered to the instructions and had a higher level of experience had an overall bias towards an external FoA. They might have found it easier to adhere to an external FoA compared to an internal FoA, whereas no bias was observed in participants who had low experience. This finding could be understood by the findings of ‘quiet eye’ research. In a meta-analysis of 42 studies, on average experts maintained a ‘quiet eye’ period (where an external FoA is used) for a significantly longer duration (62% longer) compared to non-experts [32]. This could suggest that those with more experience are more likely to develop a tendency towards an external FoA. More research examining this finding is needed and incorporating FoA post-manipulation checks as an investigative tool and not just as an adherence check should be considered.

A theoretical issue to explain why no FoA effect was found within the study is the presence of visual feedback within the task. Wulf [11] had suggested that tasks involving too much visual feedback may overpower FoA instructions, making it difficult to maintain attention on experimental FoA instructions. The impact of this was factored into the study when deciding upon inclusion criteria for post-manipulation checks. While adherence to the instructions within the overall sample was reported to be high, the one-to-one nature of action-to-outcome within ‘tracking’ aiming in videogames may have interfered with participants’ attentional processes, leading to similar results when using either FoA. Future studies could attempt to ameliorate this issue by using projectile-based aiming scenarios (such as using a bow and arrow-type weapon) to reduce the one-to-one action-to-outcome relationship present within tracking scenarios. However, this may reduce generalisability of results as few competitive FPS games involve projectile-based aiming, with most games relying on click-oriented or tracking-based aiming styles.

The exploratory analyses showed that participants in both FoA conditions used a similar speed-accuracy strategy to obtain their scores. Although other FoA studies have not investigated possible divergences in strategies used between both FoAs (such as speed-accuracy relationships), investigating such relationships could elucidate potential different underlying mechanisms between the two FoAs. Although no such relationship was found within this study, future studies (especially where an FoA effect has been found) could investigate how strategies and trade-offs can be impacted by FoA. This could reveal further insights regarding the underlying mechanisms and theoretical explanations behind the findings.

This study was the first to examine the impact of FoA on aiming performance in FPS videogames whilst also examining the impact of experience level. The absence of an FoA effect on aiming performance calls for more research that will address and incorporate the unique aspects of FPS games and esports. Considering the ever-growing interest in this emerging competitive sport, understanding how to enhance performance, and whether FoA plays a role in this, will be of great significance to players, coaches, and researchers worldwide.

Supporting information

S1 Checklist

(DOCX)

Data Availability

The anonymised data contributing to this paper are accessible via the figshare repository at: https://doi.org/10.6084/m9.figshare.23301215.v1.

Funding Statement

The authors received funding of £300 from the University of St Andrews-School of Psychology and Neuroscience which is awarded to all Psychology BSc students to complete dissertation research. The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript. Dr Akira O’Connor receives a salary from the University of St Andrews.

References

  • 1.Ashley J. Esports Net Worth 2020: The Billion Dollar Opportunity of Esports [Internet]. 2022. [cited 2022 Mar 7]. Available from: https://www.esports.net/news/the-billion-dollar-opportunity-of-esports/ [Google Scholar]
  • 2.Smithies TD, Campbell MJ, Ramsbottom N, Toth AJ. A Random Forest approach to identify metrics that best predict match outcome and player ranking in the esport Rocket League. Sci Rep. 2021. Sep 29;11(1):1–12. Available from: doi: 10.1038/s41598-021-98879-9 [DOI] [PMC free article] [PubMed] [Google Scholar]
  • 3.Zhuang W, Yin K, Zi Y, Liu Y. Non-invasive brain stimulation: Augmenting the training and performance potential in esports players. Brain Sci. 2020. Jul 15;10(7):1–13. Available from: doi: 10.3390/brainsci10070454 [DOI] [PMC free article] [PubMed] [Google Scholar]
  • 4.Pinto Duarte PD. Performance Optimization and Reporting Platform for Esports [dissertation]. Universidade do Minho; 2018. [Google Scholar]
  • 5.Campbell MJ, Toth AJ, Moran AP, Kowal M, Exton C. eSports: A new window on neurocognitive expertise? Prog Brain Res. 2018. Oct 28 240:161–174. Available from: doi: 10.1016/bs.pbr.2018.09.006 [DOI] [PubMed] [Google Scholar]
  • 6.Behnke M, Gross JJ, Kaczmarek LD. The role of emotions in esports performance. Emotion. 2022. Oct 29;22(5),1059–1070. Available from: doi: 10.1037/emo0000903 [DOI] [PubMed] [Google Scholar]
  • 7.Iwatsuki T, Hagiwara G, Dugan ME. Effectively optimizing esports performance through movement science principles. Int J Sport Sci Coach. 2022. Jun 15;17(1):202–7. Available from: doi: 10.1177/17479541211016927 [DOI] [Google Scholar]
  • 8.Wulf G, Höß M, Prinz W. Instructions for motor learning: Differential effects of internal versus external focus of attention. J Mot Behav. 1998. Jun;30(2):169–79. Available from: doi: 10.1080/00222899809601334 [DOI] [PubMed] [Google Scholar]
  • 9.Gottwald VM, Owen R, Lawrence GP, McNevin N. An internal focus of attention is optimal when congruent with afferent proprioceptive task information. Psychol Sport Exerc. 2020. Mar;47:101634. Available from: doi: 10.1016/j.psychsport.2019.101634 [DOI] [Google Scholar]
  • 10.Abdollahipour R, Wulf G, Psotta R, Palomo Nieto M. Performance of gymnastics skill benefits from an external focus of attention. J Sports Sci. 2015. Oct 21;33(17):1807–13. Available from: doi: 10.1080/02640414.2015.1012102 [DOI] [PubMed] [Google Scholar]
  • 11.Wulf G. Attentional focus and motor learning: A review of 15 years. Int Rev Sport Exerc Psychol. 2013;6(1):77–104. Available from: doi: 10.1080/1750984X.2012.723728 [DOI] [Google Scholar]
  • 12.Maloney MA, Gorman AD. Skilled swimmers maintain performance stability under changing attentional focus constraints. Hum Mov Sci. 2021. Jun;77:102789. Available from: doi: 10.1016/j.humov.2021.102789 [DOI] [PubMed] [Google Scholar]
  • 13.Schorer J, Jaitner T, Wollny R, Fath F, Baker J. Influence of varying focus of attention conditions on dart throwing performance in experts and novices. Exp Brain Res. 2012. Mar;217(2):287–97. Available from: doi: 10.1007/s00221-011-2992-5 [DOI] [PubMed] [Google Scholar]
  • 14.Lawrence GP, Gottwald VM, Hardy J, Khan MA. Internal and external focus of attention in a novice form sport. Res Q Exerc Sport. 2011. Sep;82(3):431–41. Available from: doi: 10.1080/02701367.2011.10599775 [DOI] [PubMed] [Google Scholar]
  • 15.van der Graaff E, Hoozemans M, Pasteuning M, Veeger D, Beek PJ. Focus of attention instructions during baseball pitching training. Int J Sport Sci Coach. 2018;13(3):391–7. Available from: doi: 10.1177/1747954117711095 [DOI] [Google Scholar]
  • 16.Yamada M, Diekfuss JA, Raisbeck LD. Motor Behavior Literature Fails to Translate: A Preliminary Investigation into Coaching and Focus of Attention in Recreational Distance Runners. Int J Exerc Sci. 2020;13(5):789. [DOI] [PMC free article] [PubMed] [Google Scholar]
  • 17.Jacobson N, Berleman-Paul Q, Mangalam M, Kelty-Stephen DG, Ralston C. Multifractality in postural sway supports quiet eye training in aiming tasks: A study of golf putting. Hum Mov Sci. 2021. Apr;76:102752. Available from: doi: 10.1016/j.humov.2020.102752 [DOI] [PubMed] [Google Scholar]
  • 18.Mizusaki Y, Ikudome S, Ishii Y, Unenaka S, Funo T, Takeuchi T, et al. Why does the Quiet Eye improve aiming accuracy? Testing a motor preparation hypothesis with brain potential. Cogn Process. 2019. Feb;20(1):55–64. Available from: doi: 10.1007/s10339-018-0890-5 [DOI] [PubMed] [Google Scholar]
  • 19.Vine SJ, Wilson MR. Quiet eye training: Effects on learning and performance under pressure. J Appl Sport Psychol. 2010. Oct;22(4):361–76. Available from: doi: 10.1080/10413200.2010.495106 [DOI] [Google Scholar]
  • 20.Marchant DC, Carnegie E, Wood G, Ellison P. Influence of visual illusion and attentional focusing instruction in motor performance. Int J Sport Exerc Psychol. 2019. Nov 2;17(6):659–69. Available from: doi: 10.1080/1612197X.2018.1441165 [DOI] [Google Scholar]
  • 21.Abedanzadeh R, Becker K, Mousavi SMR. Both a holistic and external focus of attention enhance the learning of a badminton short serve. Psychol Res. 2021. Jan 25;86(1):1–9. Available from: doi: 10.1007/s00426-021-01475-9 [DOI] [PubMed] [Google Scholar]
  • 22.Marchant DC, Clough PJ, Crawshaw M, Levy A. Novice Motor Skill Performance and Task Experience is Influenced by Attentional Focusing Instructions and Instruction Preference. Int J Sport Exerc Psychol. 2009;44(0):488–502. Available from: doi: 10.1080/1612197X.2009.9671921 [DOI] [Google Scholar]
  • 23.Mornell A, Wulf G. Adopting an External Focus of Attention Enhances Musical Performance. J Res Music Educ. 2019. Oct 5;66(4):375–91. Available from: doi: 10.1177/0022429418801573 [DOI] [Google Scholar]
  • 24.Neumann DL. A Systematic Review of Attentional Focus Strategies in Weightlifting. Front Sport Act Living. 2019. Aug 9;1:7. Available from: doi: 10.3389/fspor.2019.00007 [DOI] [PMC free article] [PubMed] [Google Scholar]
  • 25.Bell JJ, Hardy J. Effects of attentional focus on skilled performance in Golf. J Appl Sport Psychol. 2009. Apr;21(2):163–77. Available from: doi: 10.1080/10413200902795323 [DOI] [Google Scholar]
  • 26.Perkins-Ceccato N, Passmore SR, Lee TD. Effects of focus of attention depend on golfers’ skill. J Sports Sci. 2003. Aug;21(8):593–600. Available from: doi: 10.1080/0264041031000101980 [DOI] [PubMed] [Google Scholar]
  • 27.Roldan CJ, Prasetyo YT. Evaluating The Effects of Aim Lab Training on Filipino Valorant Players’ Shooting Accuracy. 2021 IEEE 8th International Conference on Industrial Engineering and Applications (ICIEA); 2021 Apr 23–26; Chengdu, China. IEEE; 2021. p. 465–70. Available from: doi: 10.1109/ICIEA52957.2021.9436822 [DOI] [Google Scholar]
  • 28.Faul F, Erdfelder E, Buchner A, Lang A-G. Statistical Power analyses using G*Power 3.1: Tests for correlation and regression analyses. Behav Res Methods. 2009;41(4):1149–60. Available from: doi: 10.3758/BRM.41.4.1149 [DOI] [PubMed] [Google Scholar]
  • 29.Parry DA, Davidson BI, Sewall CJR, Fisher JT, Mieczkowski H, Quintana S. A systematic review and meta-analysis of discrepancies between logged and self-reported digital media use. Nat Hum Behav. 2021. May 17;5:1535–1547. Available from: doi: 10.1038/s41562-021-01117-5 [DOI] [PubMed] [Google Scholar]
  • 30.Byrne BM. Structural Equational Modeling with AMOS: basic concepts, applications, and programming. 2nd ed. New York: Routledge; 2010. Available from: doi: 10.4324/9780203805534 [DOI] [Google Scholar]
  • 31.De Giorgio A, Sellami M, Kuvacic G, Lawrence G, Padulo J, Mingardi M, et al. Enhancing motor learning of young soccer players through preventing an internal focus of attention: The effect of shoes colour. Sampaio J, editor. PLoS One. 2018. Aug 15;13(8):e0200689. Available from: doi: 10.1371/journal.pone.0200689 [DOI] [PMC free article] [PubMed] [Google Scholar]
  • 32.Mann DTY, Williams AM, Ward P, Janelle CM. Perceptual-Cognitive Expertise in Sport: A Meta-Analysis. J Sport Exerc Psychol. 2007. Aug;29:457–78. Available from: doi: 10.1123/jsep.29.4.457 [DOI] [PubMed] [Google Scholar]

Decision Letter 0

John Adebisi

5 May 2023

PONE-D-22-32668Impact of focus of attention on aiming performance in the first-person shooter videogame Aim Lab

PLOS ONE

Dear Dr. O'Connor,

Thank you for submitting your manuscript to PLOS ONE. After careful consideration, we feel that it has merit but does not fully meet PLOS ONE’s publication criteria as it currently stands. Therefore, we invite you to submit a revised version of the manuscript that addresses the points raised during the review process.

==============================

Based on your investigation of the Impact of FoA on aiming performance in FPS videogame players at different levels of expertise (low vs. high). The reviewers found your topic relevant, and the research is rigorously conducted and reported. However, it is very important that you attend to all issues pointed out completely before publication we will consider your work for publication.

==============================

Please submit your revised manuscript by Jun 19 2023 11:59PM. If you will need more time than this to complete your revisions, please reply to this message or contact the journal office at plosone@plos.org. When you're ready to submit your revision, log on to https://www.editorialmanager.com/pone/ and select the 'Submissions Needing Revision' folder to locate your manuscript file.

Please include the following items when submitting your revised manuscript:

  • A rebuttal letter that responds to each point raised by the academic editor and reviewer(s). You should upload this letter as a separate file labeled 'Response to Reviewers'.

  • A marked-up copy of your manuscript that highlights changes made to the original version. You should upload this as a separate file labeled 'Revised Manuscript with Track Changes'.

  • An unmarked version of your revised paper without tracked changes. You should upload this as a separate file labeled 'Manuscript'.

If you would like to make changes to your financial disclosure, please include your updated statement in your cover letter. Guidelines for resubmitting your figure files are available below the reviewer comments at the end of this letter.

If applicable, we recommend that you deposit your laboratory protocols in protocols.io to enhance the reproducibility of your results. Protocols.io assigns your protocol its own identifier (DOI) so that it can be cited independently in the future. For instructions see: https://journals.plos.org/plosone/s/submission-guidelines#loc-laboratory-protocols. Additionally, PLOS ONE offers an option for publishing peer-reviewed Lab Protocol articles, which describe protocols hosted on protocols.io. Read more information on sharing protocols at https://plos.org/protocols?utm_medium=editorial-email&utm_source=authorletters&utm_campaign=protocols.

We look forward to receiving your revised manuscript.

Kind regards,

John Adebisi, Ph.D

Academic Editor

PLOS ONE

Journal requirements:

When submitting your revision, we need you to address these additional requirements.

1. Please ensure that your manuscript meets PLOS ONE's style requirements, including those for file naming. The PLOS ONE style templates can be found at

https://journals.plos.org/plosone/s/file?id=wjVg/PLOSOne_formatting_sample_main_body.pdf and

https://journals.plos.org/plosone/s/file?id=ba62/PLOSOne_formatting_sample_title_authors_affiliations.pdf

2. Thank you for stating the following financial disclosure:

“The authors received no specific funding for this work (Apart from £300 awarded to all University of St Andrews Psychology BSc Students to complete dissertation research).”

At this time, please address the following queries:

a) Please clarify the sources of funding (financial or material support) for your study. List the grants or organizations that supported your study, including funding received from your institution.

b) State what role the funders took in the study. If the funders had no role in your study, please state: “The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.”

c) If any authors received a salary from any of your funders, please state which authors and which funders.

d) If you did not receive any funding for this study, please state: “The authors received no specific funding for this work.”

Please include your amended statements within your cover letter; we will change the online submission form on your behalf.

3. We note that you have indicated that data from this study are available upon request. PLOS only allows data to be available upon request if there are legal or ethical restrictions on sharing data publicly. For more information on unacceptable data access restrictions, please see http://journals.plos.org/plosone/s/data-availability#loc-unacceptable-data-access-restrictions.

In your revised cover letter, please address the following prompts:

a) If there are ethical or legal restrictions on sharing a de-identified data set, please explain them in detail (e.g., data contain potentially sensitive information, data are owned by a third-party organization, etc.) and who has imposed them (e.g., an ethics committee). Please also provide contact information for a data access committee, ethics committee, or other institutional body to which data requests may be sent.

b) If there are no restrictions, please upload the minimal anonymized data set necessary to replicate your study findings as either Supporting Information files or to a stable, public repository and provide us with the relevant URLs, DOIs, or accession numbers. For a list of acceptable repositories, please see http://journals.plos.org/plosone/s/data-availability#loc-recommended-repositories.

We will update your Data Availability statement on your behalf to reflect the information you provide.

4. Please review your reference list to ensure that it is complete and correct. If you have cited papers that have been retracted, please include the rationale for doing so in the manuscript text, or remove these references and replace them with relevant current references. Any changes to the reference list should be mentioned in the rebuttal letter that accompanies your revised manuscript. If you need to cite a retracted article, indicate the article’s retracted status in the References list and also include a citation and full reference for the retraction notice.

Additional Editor Comments:

Congratulations! Your manuscript is now accepted for minor revision. Based on your investigation of the Impact of FoA on aiming performance in FPS videogame players at different levels of expertise (low vs. high). The reviewers fond your topic relevant, and the research is rigorously conducted and reported. However, it is very important that you attend to all issues pointed out completely before publication we will consider your work for publication.

[Note: HTML markup is below. Please do not edit.]

Reviewers' comments:

Reviewer's Responses to Questions

Comments to the Author

1. Is the manuscript technically sound, and do the data support the conclusions?

The manuscript must describe a technically sound piece of scientific research with data that supports the conclusions. Experiments must have been conducted rigorously, with appropriate controls, replication, and sample sizes. The conclusions must be drawn appropriately based on the data presented.

Reviewer #1: Yes

Reviewer #2: Yes

**********

2. Has the statistical analysis been performed appropriately and rigorously?

Reviewer #1: Yes

Reviewer #2: Yes

**********

3. Have the authors made all data underlying the findings in their manuscript fully available?

The PLOS Data policy requires authors to make all data underlying the findings described in their manuscript fully available without restriction, with rare exception (please refer to the Data Availability Statement in the manuscript PDF file). The data should be provided as part of the manuscript or its supporting information, or deposited to a public repository. For example, in addition to summary statistics, the data points behind means, medians and variance measures should be available. If there are restrictions on publicly sharing data—e.g. participant privacy or use of data from a third party—those must be specified.

Reviewer #1: Yes

Reviewer #2: Yes

**********

4. Is the manuscript presented in an intelligible fashion and written in standard English?

PLOS ONE does not copyedit accepted manuscripts, so the language in submitted articles must be clear, correct, and unambiguous. Any typographical or grammatical errors should be corrected at revision, so please note any specific errors here.

Reviewer #1: Yes

Reviewer #2: Yes

**********

5. Review Comments to the Author

Please use the space provided to explain your answers to the questions above. You may also include additional comments for the author, including concerns about dual publication, research ethics, or publication ethics. (Please upload your review as an attachment if it exceeds 20,000 characters)

Reviewer #1: Overall, the study is quite straightforward. The procedures are easy to follow and the results are clear. Most of my concerns are minor and reasonably straightforward.

1) Humans are notoriously poor at self-reporting the amount of time that they spend on various activities even over somewhat short time windows (e.g., over the past month), let alone over their lifespan.

a. I didn’t see the specific question(s) participants were asked to ascertain lifetime gameplay? Was it literally asked in total hours over their life? Or in some other unit?

b. The authors note on line 118 that, “As most online FPS games monitor and provide players with data on total playtime, participants' self-reported estimation of playtime was considered robust.” Were participants explicitly told to check logs? If not, I’m not sure that this is a compelling argument. And if so, because most individuals have played *many* games in their lifetime, some of which they’ve likely deleted, it would make adding up the total problematic at best.

c. All told, I don’t have any issue with using self-reported hours. It’s a reasonable standard technique in the field. But it would make sense to indicate that these values aren’t super accurate (e.g., see and cite: Parry, D. A. et al. A systematic review and meta-analysis of discrepancies between logged and self-reported digital media use. Nat Hum Behav 5, 1535–154; 2021). Actually, the fact that self-reported hours aren’t super accurate is one justification for doing an extreme-groups-type analysis rather than using hours as a continuous predictor (see comment below).

2) I feel like the statement on line 118, “Participants were required to have at least 200 hours experience playing FPS games on PCs, to ensure a minimum level of mouse control” could use further justification. Why 200 hours? Arguably most young adults will have a decent amount of “mouse control” (particularly of the point and click variety) even if they’ve never played an FPS before. So this justification would need to account for that (i.e., why it’s sensible to only include those with FPS experience; noting that I do think it is sensible – I just think that the argument on Line 118 for this isn’t particularly compelling).

3) The authors note that they utilized a non-standard scenario for their participants (i.e., rather than having to both move the mouse continuously and click to shoot as would be typical in most FPS games, participants here just held the left-click down and moved the mouse).

a. Have there been analogous approaches in the field to-date where researchers fundamentally altered the motor movements of the task of interest in order to facilitate the internal/external focus manipulation?

b. Is it possible that this plays a role in the results (i.e., because really no one is performing the task that they’re most trained to do; and yes, there are some guns in some FPS games that allow one to simply hold the button down to fire forever, but those are somewhat rare).

4) Some justification should be given for the various cutoff values (i.e., why 200 hours for inclusion in the study, why 1000 hours+ to be in the high category)? And – as per above, some justification for treating hours as categorical rather than continuous in the analyses is needed.

5) The authors present data from three different calculated dependent variables. Given that none of these are “standard,” it would be useful to know whether they’re independent or correlated.

6) The authors should take care when interpreting non-significant p-values as “nulls” (e.g., line 230 – “did not provide benefits” should probably be “did not provide statistically significant benefits”.

In this same vein, given that *many* of the results are nulls, it could be useful to consider approaches for quantifying the strength of the nulls (e.g., see: https://journals.sagepub.com/doi/full/10.1177/2515245918773742).

Reviewer #2: In this study, the authors investigated the impact of FoA on aiming performance in FPS videogame players at different levels of expertise (low vs. high). The topic is relevant, and the research is rigorously conducted and reported. However, some minor issues are needed to be addressed before publication:

• The authors stated that the participants were divided into two groups based on the hours they self-reported having played with any FPS (200-1000 and >1000). However, no other information further characterizing the study cohort has been reported. If possible, please report whether they were professional players, the mean and standard deviation of hours played overall and per day, and what kind of at-home strategy (internal vs. external FoA) they usually adopt.

• The formula used by the authors for the post-manipulation check is unclear. It would be better for the readers to add examples of participants meeting or non-meeting the criteria to be included in the statistical analysis.

• As the authors stated in the methods section, participants were asked to hold down the left-click mouse button to fire repeatedly during the task, which contrasts with the clicking-oriented aiming approach used in the vast majority of the FPS. This represents the most “ecological” shooting approach for the players, and have asked them to use a different strategy might have influenced their performance and adherence to task instruction. Please briefly address this topic also in the discussion section.

• Relative to the experimental procedure, the authors stated that experimental blocks were randomized and counterbalanced. This refers to the order of the two conditions (internal vs. external FoA) across participants. Please also clarify whether or not the targets’ size and speed during the trials were counterbalanced across conditions and participants.

• Fig. 1 caption, line 239: (>1001 hours) instead of (>1000 hours). Please correct.

**********

6. PLOS authors have the option to publish the peer review history of their article (what does this mean?). If published, this will include your full peer review and any attached files.

If you choose “no”, your identity will remain anonymous but your review may still be made public.

Do you want your identity to be public for this peer review? For information about this choice, including consent withdrawal, please see our Privacy Policy.

Reviewer #1: No

Reviewer #2: No

**********

[NOTE: If reviewer comments were submitted as an attachment file, they will be attached to this email and accessible via the submission site. Please log into your account, locate the manuscript record, and check for the action link "View Attachments". If this link does not appear, there are no attachment files.]

While revising your submission, please upload your figure files to the Preflight Analysis and Conversion Engine (PACE) digital diagnostic tool, https://pacev2.apexcovantage.com/. PACE helps ensure that figures meet PLOS requirements. To use PACE, you must first register as a user. Registration is free. Then, login and navigate to the UPLOAD tab, where you will find detailed instructions on how to use the tool. If you encounter any issues or have any questions when using PACE, please email PLOS at figures@plos.org. Please note that Supporting Information files do not need this step.

Attachment

Submitted filename: Review PlosOne.docx

PLoS One. 2023 Jul 25;18(7):e0288937. doi: 10.1371/journal.pone.0288937.r002

Author response to Decision Letter 0


19 Jun 2023

Reviewer #1:

1) Humans are notoriously poor at self-reporting the amount of time that they spend on various activities even over somewhat short time windows (e.g., over the past month), let alone over their lifespan.

a. I didn’t see the specific question(s) participants were asked to ascertain lifetime gameplay? Was it literally asked in total hours over their life? Or in some other unit?

Response:

Participants were asked to indicate total experience of FPS games played on PC throughout their lifetime, by answering the question: “How much (estimated) experience of playing First-Person Shooter Games on PC do you have (in hours)?”. Participants were asked to indicate whether they had below 200 hours, between 200-1000 hours, 1001-3000 hours or >3000 hours. Due to a small sample in the >3000 hours group the participants in the 1001-3000 hours and the >3000 hours groups were collapsed into one (>1000hour) group.

Please see amendments on Line 136-138.

b. The authors note on line 118 that, “As most online FPS games monitor and provide players with data on total playtime, participants' self-reported estimation of playtime was considered robust.” Were participants explicitly told to check logs? If not, I’m not sure that this is a compelling argument. And if so, because most individuals have played *many* games in their lifetime, some of which they’ve likely deleted, it would make adding up the total problematic at best.

Response:

The reviewers are correct in identifying the difficulty of using self-reported estimations of playtime. Participants were not explicitly asked to check their logs of total playtime. However, this information is routinely available when launching games and could be used to obtain a more accurate reflection of playing time. However, the range of hours offered as options should have enabled participants to give a reasonable estimation of their playtime.

See amendment: sentence on line 120-122 was removed.

c. All told, I don’t have any issue with using self-reported hours. It’s a reasonable standard technique in the field. But it would make sense to indicate that these values aren’t super accurate (e.g., see and cite: Parry, D. A. et al. A systematic review and meta-analysis of discrepancies between logged and self-reported digital media use. Nat Hum Behav 5, 1535–154; 2021). Actually, the fact that self-reported hours aren’t super accurate is one justification for doing an extreme-groups-type analysis rather than using hours as a continuous predictor (see comment below).

Response:

We thank the reviewer for referring to the Parry D. A. et al. study. The manuscript has now been amended to caveat the limitations of this technique. Our justification for using extreme-group-type analysis, rather than using hours as a continuous variable follows the reviewers rationale, and was used to avoid potential inaccuracies when using self-reported estimates of experience as a continuous variable.

Please see amendments on line 139-140.

2) I feel like the statement on line 118, “Participants were required to have at least 200 hours experience playing FPS games on PCs, to ensure a minimum level of mouse control” could use further justification. Why 200 hours? Arguably most young adults will have a decent amount of “mouse control” (particularly of the point and click variety) even if they’ve never played an FPS before. So this justification would need to account for that (i.e., why it’s sensible to only include those with FPS experience; noting that I do think it is sensible – I just think that the argument on Line 118 for this isn’t particularly compelling).

Response: The reviewer is correct, the 200-hour threshold was an arbitrary threshold based on personal experience and anecdotal evidence from personal communication with players competing in the NSE and NUEL esports leagues.

Although participants may have a certain level of mouse control without having played FPS games, the nature of the task in this experiment (tracking targets) represented a novel task that is not present in most tasks outside of FPS games. Having to learn to track targets as a new skill may have led participants to over-focus on how to manoeuvre the mouse, rather than on the FoA instructions.

Please see amendments on Line 115-120.

3) The authors note that they utilized a non-standard scenario for their participants (i.e., rather than having to both move the mouse continuously and click to shoot as would be typical in most FPS games, participants here just held the left-click down and moved the mouse).

a. Have there been analogous approaches in the field to-date where researchers fundamentally altered the motor movements of the task of interest in order to facilitate the internal/external focus manipulation?

Response:

We are not aware of studies that have altered the motor movements in a FoA task. As explained below the tracking scenario involved in the study is not fundamentally different from techniques and motor movements they will have used previously playing FPS games.

b. Is it possible that this plays a role in the results (i.e., because really no one is performing the task that they’re most trained to do; and yes, there are some guns in some FPS games that allow one to simply hold the button down to fire forever, but those are somewhat rare).

Response:

The reviewer is correct that there are FPS games that use guns (automatic guns) where simply holding the button down to fire is common (i.e., Overwatch, Apex Legends, CSGO). However, in games that use non-automatic guns players can employ the usage of tracking-style aiming. Therefore, the scenario used in this study is likely to familiar to FPS players and should not have drastically impact on results.

Please see amendments on Line 160-163.

4) Some justification should be given for the various cutoff values (i.e., why 200 hours for inclusion in the study, why 1000 hours+ to be in the high category)? And – as per above, some justification for treating hours as categorical rather than continuous in the analyses is needed.

Response:

Please see the response to question 1c, 2, and the related amendments. As with the 200 hour threshold, the 1000+ hours category was again chosen based on anecdotal evidence from personal experience and communication with players in the NSE and NUEL esports leagues. As this study was exploratory in nature, with no clear defined boundaries previously used to classify experience, we acknowledge that more research would be beneficial for setting up appropriate boundaries.

See amendments on Line 139-140 and on Line 115-120, respectively.

5) The authors present data from three different calculated dependent variables. Given that none of these are “standard,” it would be useful to know whether they’re independent or correlated.

Response:

The correlations (and their p values) for the three dependent variables (Kills Per Second, Accuracy, Score) have been calculated.

The raw dependent variables (KPS and accuracy) are positively correlated (r=0.51, p=0.001). The correlation between the Score composite variable is positively correlated with the raw measures, which are used when calculating the Score (KPS-Score: r=0.88, p<0.001 Accuracy-Score: r=0.84, p<0.001).

We would like to note that although the raw dependent measures (KPS and accuracy) are positively correlated, this does not mean that they could not be theoretically independent. For instance, the strategy used by the participant (high accuracy-low KPS, low accuracy-high KPS), may influence the relationship between KPS and Accuracy; this is mentioned in the exploratory analysis on Line 278-286. Combining the measures to produce a composite score should better represent performance in an ecological setting, where an optimal speed-accuracy trade off is being made.

We thank the reviewer for their suggestion, and have included a summary of this response in the manuscript.

See amendments on Line 231-239.

6) The authors should take care when interpreting non-significant p-values as “nulls” (e.g., line 230 – “did not provide benefits” should probably be “did not provide statistically significant benefits”.

In this same vein, given that *many* of the results are nulls, it could be useful to consider approaches for quantifying the strength of the nulls (e.g., see: https://journals.sagepub.com/doi/full/10.1177/2515245918773742).

Response:

We thank the reviewer for correctly identifying errors with classifying results, we have now added clarification of results by specifying that they are statistically significant or not. We would also like to thank the reviewer for suggesting additional approaches to quantifying null results, we look forward to investigating Bayesian analytic methods in future work now that we have a greater understanding of the priors that we would need to incorporate in such analyses.

Reviewer #2:

• The authors stated that the participants were divided into two groups based on the hours they self-reported having played with any FPS (200-1000 and >1000). However, no other information further characterizing the study cohort has been reported. If possible, please report whether they were professional players, the mean and standard deviation of hours played overall and per day, and what kind of at-home strategy (internal vs. external FoA) they usually adopt.

Response:

Participants were not asked to indicate whether they were professional players, however participants were recruited through university esports leagues social media channels, which could have attracted some professional or semi-professional players. However, as only five participants (with three remaining after the post-manipulation check) indicated to have more than 3000 hours of experience in FPS games it is unlikely that many participants were playing professionally.

Experience was classified in three groups and therefore means and standard deviations are not applicable. Please refer to the response to Reviewer 1’s question 1c) for further rationale.

We would like to thank the reviewer for validly asking whether the at-home strategy used was recorded, and while this was considered when designing the study, the participants were not asked to indicate what kind of at-home strategy they usually adopt, as we wished to limit any demand characteristics that asking them may have caused.

• The formula used by the authors for the post-manipulation check is unclear. It would be better for the readers to add examples of participants meeting or non-meeting the criteria to be included in the statistical analysis.

Response:

We thank the reviewer for raising the issue that the post-manipulation check is unclear. As advised by the reviewer, we have now included a table which demonstrates different scenarios where participants either meet or do not meet the check, based on their responses relating to the FoA Likert scale. We hope that the inclusion of the table in conjunction with the formula provides enough detail for readers to understand the conditions of passing the post-manipulation checks.

See amendments (Table 1) on Line 209-214

• As the authors stated in the methods section, participants were asked to hold down the left-click mouse button to fire repeatedly during the task, which contrasts with the clicking-oriented aiming approach used in the vast majority of the FPS. This represents the most “ecological” shooting approach for the players, and have asked them to use a different strategy might have influenced their performance and adherence to task instruction. Please briefly address this topic also in the discussion section.

Response:

Please refer to response 3b to Reviewer 1. We have now addressed this point in the manuscript.

See amendments on Line 160-163.

• Relative to the experimental procedure, the authors stated that experimental blocks were randomized and counterbalanced. This refers to the order of the two conditions (internal vs. external FoA) across participants. Please also clarify whether or not the targets’ size and speed during the trials were counterbalanced across conditions and participants.

Response:

The reviewer correctly identifies the lack of clarity in the instructions on how the targets characteristics were manipulated. We would like to clarify that the targets’ size and speed was randomised each time it reappeared after the previous target was destroyed (according to within a range of values specified within the scenario).

See amendments on Line 173.

• Fig. 1 caption, line 239: (>1001 hours) instead of (>1000 hours). Please correct.

Response:

The figure caption has now been corrected to indicate ‘(>1000hours)’, we thank the reviewer for identifying this mistake.

Attachment

Submitted filename: Response to Reviewers.docx

Decision Letter 1

John Adebisi

7 Jul 2023

Impact of focus of attention on aiming performance in the first-person shooter videogame Aim Lab

PONE-D-22-32668R1

Dear Dr. O'Connor,

We’re pleased to inform you that your manuscript has been judged scientifically suitable for publication and will be formally accepted for publication once it meets all outstanding technical requirements.

Within one week, you’ll receive an e-mail detailing the required amendments. When these have been addressed, you’ll receive a formal acceptance letter and your manuscript will be scheduled for publication.

An invoice for payment will follow shortly after the formal acceptance. To ensure an efficient process, please log into Editorial Manager at http://www.editorialmanager.com/pone/, click the 'Update My Information' link at the top of the page, and double check that your user information is up-to-date. If you have any billing related questions, please contact our Author Billing department directly at authorbilling@plos.org.

If your institution or institutions have a press office, please notify them about your upcoming paper to help maximize its impact. If they’ll be preparing press materials, please inform our press team as soon as possible -- no later than 48 hours after receiving the formal acceptance. Your manuscript will remain under strict press embargo until 2 pm Eastern Time on the date of publication. For more information, please contact onepress@plos.org.

Kind regards,

John Adebisi, Ph.D

Academic Editor

PLOS ONE

Acceptance letter

John Adebisi

17 Jul 2023

PONE-D-22-32668R1

Impact of focus of attention on aiming performance in the first-person shooter videogame Aim Lab

Dear Dr. O'Connor:

I'm pleased to inform you that your manuscript has been deemed suitable for publication in PLOS ONE. Congratulations! Your manuscript is now with our production department.

If your institution or institutions have a press office, please let them know about your upcoming paper now to help maximize its impact. If they'll be preparing press materials, please inform our press team within the next 48 hours. Your manuscript will remain under strict press embargo until 2 pm Eastern Time on the date of publication. For more information please contact onepress@plos.org.

If we can help with anything else, please email us at plosone@plos.org.

Thank you for submitting your work to PLOS ONE and supporting open access.

Kind regards,

PLOS ONE Editorial Office Staff

on behalf of

Dr. John Adebisi

Academic Editor

PLOS ONE

Associated Data

    This section collects any data citations, data availability statements, or supplementary materials included in this article.

    Supplementary Materials

    S1 Checklist

    (DOCX)

    Attachment

    Submitted filename: Review PlosOne.docx

    Attachment

    Submitted filename: Response to Reviewers.docx

    Data Availability Statement

    The anonymised data contributing to this paper are accessible via the figshare repository at: https://doi.org/10.6084/m9.figshare.23301215.v1.


    Articles from PLOS ONE are provided here courtesy of PLOS

    RESOURCES