HyperX, a team at HP Inc. dedicated to peripherals gamers and leader in products for games e e-Sports, is sponsoring a study at Arizona State University that supports breakthrough findings on player performance from biometric readings. In the research, HyperX peripherals were used to test and improve the performance of players in order to improve their health and well-being, reducing the chances of stress spikes that can be caused during competitive matches.
As a result of the research, the university’s adidas-ASU Center for Engagement Science Lab discovered a breakthrough in measuring and understanding when a player is reaching their most critical stress point, known as ‘tilt‘ or ‘rage quitting‘, whether due to some surprise or match situation, as well as ways to help you prevent this condition by improving the performance of certain activities and raising awareness about practices.
With sponsorship from HyperX, the research team and gamers involved in the study had access to the same game equipment used by players and teams of e-Sports professionals. This is the first research of its kind, with the collaboration between a global company of games and a university.
Now, HyperX plans to expand its presence in this field, partnering with the world’s most innovative sports science institutions to find ways to identify and address physical and psychological issues that cause players some form of pain or discomfort.
“The well-being and performance of gamers is critical to HyperX. Looking at stressors, along with other physical and mental conditions they face while playing, are key factors to consider in effectively managing these stressful times. The potential improvement in individual well-being that can be achieved as a result of the collaboration between ASU and HyperX presents an immense opportunity for the future of gamers and those who spend long periods in front of screens or monitors,” said Dustin Illingworth , Director of Cultural Marketing at HyperX.
To conduct the study, ASU researchers collected, for six months, the biometric data of 45 experienced players who spent five to six hours playing one of three competitive games: ‘League of Legends’, ‘Valorant’ or ‘Call of Duty’. ‘. They assessed heart rate, skin sensitivity, eye movements and facial expressions using health monitors such as wristbands and webcams. The data was fed into a machine learning algorithm, which analyzed the connections between the performance and data of the gamers. No single biometric variable could pinpoint player performance or fatigue cycles on their own.
However, when putting all the variables together, the algorithm revealed a pattern that clearly shows when the ’tilt’ happened. As a result, the team was able to predict this stressful moment about 15 to 20 minutes before it occurred. Ultimately, this could play an important role in the future health and well-being of gamers and/or individuals who work in front of a screen for extended periods of time.
“HyperX’s support on this study was invaluable for the students involved and for our research center. The team continues to review and share key initial findings, and we are now looking to begin a second phase with HyperX. This new moment will serve to put into practice what students have learned and also explore interventions that will ultimately help individuals to avoid the state of ‘tilt’ which is peak stress,” comments Aurel Coza, director of the adidas-ASU Center for Engagement Science Lab.
ASU Knowledge Enterprise Senior Communications Specialist Mikala Kass wrote an article on the topic which can be read in full in English.
Stay tuned to Adnews on Instagram and LinkedIn! For us, leaving the obvious is as obvious as creating and transforming.
The post HyperX and Arizona State University make discovery about gamer stress appeared first on ADNEWS.