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.

Highlights

  • There was a positive association between cognitive reflection task (CRT) and performance on Dota 2 (CRT ! matchmaking rating (MMR), β = .09, p = .044) signifying that better performance on CRT was related to higher MMR

  • As in the previous model, there was a positive association between CRT and Iowa Gambling Task (IGT) performance (CRT ! IGT, β = .14, p = .018) and no association was found between Time-ontask and IGT

  • The aim of the present study was to examine the relationship between skill level/performance in the video game Dota 2 and the ability to make decisions under ambiguity and experience as measured by performance in the Iowa gambling task (IGT)

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Summary

Introduction

The use of video games for entertainment has become a worldwide phenomenon, and it is estimated that there are over 2.5 billion video game players across the world [1]. The growing popularity of video games over the last decades has increased scholars’ interest in examining different behavioral and cognitive aspects related to gaming (see e.g., [2–4]). The interest in “brain training” has often focused on, but has not been restricted to, research on the elderly and has resulted in a surge of computerized cognitive interventions. Beneficial effects of cognitive training have been found in different cognitive domains, such as working memory [6,7], attention [8] and inhibitory control [9].

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