HP-owned gaming peripherals company HyperX announced Thursday that it has been serving as a sponsor of a recently completed Arizona State University study that measured biometrics during gaming sessions to find new ways to improve player wellness and performance.
While financial terms of the sponsorship were not disclosed, HyperX said in a release that it provided the adidas-ASU Center for Engagement Science Lab with the equipment used during the study to ensure that researchers were using the same kind of gear used by professional players.
The goal of the research is to measure and analyze why and when a gamer reaches “their tipping point,” or when they “tilt” or “rage quitting.” Further, the data was used to figure out how to prevent these things from happening using “wellness and performance improvement, activities, and awareness.”
ASU researchers spent six months collecting biometric data from 45 experienced gamers who spent five – six hours playing League of Legends, Valorant, or Call of Duty. As they played, researchers collected data on heart rates, skin conductivity, eye movements, and facial expressions using wristband health monitors and webcams, and also took notes on in-game scores. All of the collected data was then fed into a machine learning algorithm designed to look at the connections between players’ performance and data. Using this data, the algorithm was able to predict tilt 15 – 20 minutes before it occurred in a test subject.
HyperX seems to be satisfied with this collaboration because it also said it plans to expand its participation in this space by partnering with other sports science institutions to “find ways to identify and address gamers’ physical and psychological pain points.”
For a more detailed look at the study, check out this article from adidas-ASU Center for Engagement Science Lab.