Peer Review History
Original SubmissionMarch 25, 2021 |
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PONE-D-21-09912 Gaze control ability in e-sports experts PLOS ONE Dear Dr. Nakagawa, 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. Please submit your revised manuscript by Jul 02 2021 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:
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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: Partly ********** 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. 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(Please upload your review as an attachment if it exceeds 20,000 characters) Reviewer #1: REVIEW Gaze control ability in e-sports experts Jeong Inhyeok, Kento Nakagawa, Rieko Osu, Kazuyuki Kanosue VERDICT: Major Revisions Recommendations: The authors present a study that examines the behavioural and gaze differences between novice and expert StarCraft players. The research question is of interest to the field, the methodology and statistical analyses are generally sound and the findings are interesting. However, there are major revisions that need to be addressed in the introduction and justification of the study, the reporting of results and the discussion of the findings that would need to be addressed before the manuscript could be considered for publication. Also, the grammer is very poor despite the authors report that it had been examined for proper use of the English language. In many instances, wording is awkward and the plural of a word is required and not used among other grammatical issues. This significantly takes away from the readability of the paper and presentation of the work and a thorough edit of the manuscript’s grammer by someone whose first language is English is required. **All Page and Line number indicators below are formatted as P#L###-###. INTRODUCTION: P2L35: Please change ‘e-sports’ to ‘esports’ throughout manuscript, unless starting a sentence, which in that case, ‘Esports’ is correct. P3L39: esports is not a subcategory of AVG, this would imply that all esports are AVGs. Instead, AVGs, when played competitively and/or professionally, can be considered esports. Please reword. P3L40-41: It isn’t the expanding market that has led to research on cognition in esports. I would reword this to highlight that esports players are often considered cognitive athletes and it’s this foundation, in conjunction with the increased popularity of esports that has led to an increase in research attention toward the cognitive benefits associated with esports and VG more broadly. See and reference Campbell et al., 2018. General Intro: Missing a key reference regarding superior info processing and task-switching abilities of AVG’s compared to Non Gamers that would support the authors introductory arguments. See Kowal et al., 2018. P3L49: AVG should be AVGs (plural). Also to this line…what is the difference between cognitive and visual function? Visual function as in a change in the function of the retinal cells? The visual cortex? Or do you mean visual perception here? Would be careful with wording here as if it’s a change in saccade pattern for example, this isn’t a visual function change but an adaptation to a change in cognitive function or strategy. P4L60-66: Why is looking at in-game saccade behaviour important? What evidence is there from other cognitive aspects that results in clinical testing and in game testing might result in different conclusions being made? This is a key point the authors must address in their justification of this study. P4L67: Starcraft is a real time strategy game (RTS). As it is not considered an AVG, previous arguments around AVGs and enhanced cognition or saccade performance do not justify examining Starcraft here. The authors would need to rework their entire introduction to justify examining gaze patterns for this style of video game, as opposed to basing all of their evidence around AVGs. P4L70-71: Current hypothesis is not an actual hypothesis. Given the purpose is to examine gaze control strategy between novices and expert SC players, the hypothesis should explicitly state who will be expected to show superior gaze control strategy and what metric will indicate this. Please edit hypothesis. METHODS: N=16, N Experts = 7, N Novices = 9 The N's seem very low. Can the authors provide a power analysis justifying the minimum number of participants required to be able to meaningfully detect the effects they hope to detect? P5L82: Authors indicate that all participants have experience playing Starcraft. This being the case, it is incorrect to call any of the participants ‘Novices’ and instead, the groups should be separated based on skill level (Expert or high skill vs. Low Skill). Did the authors control for other video games that individuals played? Other genres? How often they currently spend playing video games (i.e., hours per week). These are all important considerations in defining the groups that should be considered and added where appropriate. Otherwise, these aspects should be included within the limitations section of the discussion. P10L168-172: APM does not measure speed of hand movement per se. Hands would have to be kinematically tracked using 3d Motion capture hardware and software. Please revise wording here. P11L178: I would like to see the distribution of monitor sizes used by participants in the study reported. It’s very easy to say there is no difference but what test was used? Were the monitor sizes across participants normally distributed. I would guess not. How did the different metrics pay out for different monitor sizes? P11L179-180: How was head position maintained at 40 inches? How was this ensured or tracked? What was the variability in head position across 3 min trials? These need to be explained as gaze performance conclusions can be confounded by this. P13L222: Were data tested for normality and homogeneity of variance? Please provide these details. RESULTS: P14L236: How are data presented: Means +- SD or SE or 95%CI??? Please state. P15L265: Incorrect to say ‘Simple main effect analysis found that the AOI of the Easy Task was significantly larger than that of the Hard Task (p = .02)’ Instead, Proportion of time gaze stayed in area 3 was greater for easy vs hard task. Please revise wording around this finding. P16L274: State what the finding was? Who had the higher proportion of saccades? DISCUSSION: P17L299: This was not your purpose. Your purpose was to examine and compare the gaze control strategy between novices and expert SC players. Please rephrase. P17L300-301: The authors state ‘The experts showed significantly higher performance scores than the novices in all three Tasks, as expected. Therefore, it seems that the three Tasks modeled successfully discriminated between the abilities of the two subject groups’. This was not the case. Skill level differences could not be found in the easy task. Why might experts and novices differ only for moderate and hard tasks. Discussion should be provided around this. P18L312-313: I would like the authors to speak to their interpretation that ‘the ratio of saccade was larger in the experts than in the novices, suggesting that e-sports experts frequently use saccade for quickly obtaining the information they need.’ This seems to contradict previous literature that suggests information is not gathered during saccades but during fixations. They seem to note this when discussing their fixation ratio findings. I would like the authors to contrast this with expertise literature on quiet eye etc., which would suggest that longer final fixations durations are a marker of expertise. P18L326: Starcraft is a RTS, not an AVG. Please revise here and throughout. P19L331-333: This argument that experts direct focus to the foot in soccer does not support the authors claim that displaying more saccades across a larger horizontal field of view is a marker of expertise. In fact, it suggests the opposite, that experts in traditional sports maintain focus on a small area whereas experts in esports do not. I hope they might be able to clarify and add to their argument here. FIGURES: Figure 4: incorrect reporting of statistical findings. Firstly, graphs should be shown as two plots (one comparing Novice to expert with data pooled for difficulty in the two bars – then a significance star between the two bars to show the main effect of skill level. Then the second plot, 3 bars with expertise pooled in each of the easy, moderate and hard bars, with star over easy to show it was different from the other two bars. The vertical graph can be separated into two plots in the same way, such that you have figures 4a, 4b, 4c, and 4d with a and b plots showing horizontal data and c and d plots showing vertical data. Figures 5, 6 and 7 can all be adapted in the same way. If the authors feel strongly about presenting the individual skill level and expertise bars, I would recommend the presentation of the data in this way be done in the form of supplementary material figures. The figures as they are, are not effective in their display of the main findings and support for or against the purpose and hypotheses laid out in this manuscript. Reviewer #2: Comments to the authors General Comments Thank you for your manuscript that investigates the difference in aspects of gaze control between experts esports players and novices while playing the game StarCraft. However, I will address major concerns that could encourage authors to improve the manuscript. First of all, the introduction section needs some rework, starting from implementing or acknowledging the current standardise definitions and conceptualisation of esports. This, as authors are using a wrong spelling of the word esports and it is important to clarify that esports is not a subcategory of action video games (AVG) (see review, (Pedraza-Ramirez et al., 2020). Even though authors are acknowledging the current literature of video games and cognitive functions, it is recommended to consider including not only the single studies in the video gaming literature but as well the recent meta-analysis that have found mixed evidence on the effects of video game practice on cognition (e.g., Bediou et al., 2018; Sala et al., 2017) and the current state of the art and relevant studies in esports (e.g., Li et al., 2020; Pedraza-Ramirez et al., 2020; Thompson et al., 2019; Toth et al., 2019). Therefore, these are important characteristics that required attention from the gaming research to the field of esports. In general, the manuscript needs to improve at the theoretical level. This, because it was not mentioned any theoretical background that can help to support the aim of the study and develop clear assumptions. Authors identified different areas of investigation in relation to the aim of the study such as cognitive functions, multitasking or motor-cognitive processes, however, it is not clear the theoretical foundation. However, due to the lack of specificity the manuscript is not doing a good job showing how this research will contribute to the extension of knowledge. Even though it was shown in the manuscript a great number of studies supporting the importance to study visual functions and saccade control ability in video game players, authors need to consider, first, a theoretical account that will help to support the hypothesis. Second, acknowledging the considerations towards the issues of lack of rigorous methodological designs in video game research and esports (e.g., not grouping video game genres) (see Dale & Green, 2017). Third, differentiating and bring specificity whether the study is on esports or video games. Consequently, the current state of the hypothesis is too vague and do not have a supporting evidence, thus, affecting the trustworthiness of the study. Additionally, the method section needs rework, as the procedure is not clearly explained step by step for replicability and is missing important information. For example, we do not know whether was controlled that participants were engaging in other esports or video games or if it was asked for the years of experience playing StartCraft or other games. This, as experience and the type of game played may be crucial elements when investigating expertise differences in relation to cognitive abilities (see Li et al., 2020). Also, authors are not showing an a priori G* Power calculation to estimate the sample size required. Thus, clarifying and addressing the reliability of the methods used, clarity in the participants' background, and the procedure of the data collection brings rigour and reliability of the methodological design. Although the experimental task is very innovative and can add methodological value to research and its applicability in esports due to its ecological validity, I am wondering whether the test is supported by a previous investigation or if it was previously piloted, and if so, it would be required to address the findings so that there are not risks of construct validity. Lastly, I think that they behavioural data could be interesting form a motor learning and motor control perspective, however, I am wondering how this data aligns with the aim of the study. Therefore, integrating the results from this performance variable into the characteristics of gaze control could bring a better understanding of expertise in this manuscript. Finally, it is necessary to strengthen and highlight the added values and extension of knowledge at the introduction and support it in the discussion. The discussion section will benefit of integrating supporting evidence align with the findings. I think authors are doing a good job in lines 324 to 339 by discussing the results with previous evidence and expanding the knowledge. The comments are mean to encourage authors to improve the quality and specificity of the direction of the manuscript. Suggested Reference: Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier, D. (2018). Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. Psychological Bulletin, 144(1), 77–110. https://doi.org/10.1037/bul0000130 Dale, G., & Green, C. S. (2017). The Changing Face of Video Games and Video Gamers: Future Directions in the Scientific Study of Video Game Play and Cognitive Performance. Journal of Cognitive Enhancement, 1(3), 280–294. https://doi.org/10.1007/s41465-017-0015-6 Li, X., Huang, L., Li, B., Wang, H., & Han, C. (2020). Time for a true display of skill: Top players in League of Legends have better executive control. Acta Psychologica, 204. https://doi.org/10.1016/j.actpsy.2020.103007 Pedraza-Ramirez, I., Musculus, L., Raab, M., & Laborde, S. (2020). Setting the scientific stage for esports psychology: a systematic review. International Review of Sport and Exercise Psychology, 0(0), 1–34. https://doi.org/10.1080/1750984X.2020.1723122 Sala, G., Tatlidil, K. S., & Gobet, F. (2017). Video game training does not enhance cognitive ability: A comprehensive meta-analytic investigation. Psychological Bulletin, 144(2), 111–139. https://doi.org/10.1037/bul0000139 Thompson, J. J., Mccoleman, C. M., Blair, M. R., & Henrey, A. J. (2019). Classic motor chunking theory fails to account for behavioural diversity and speed in a complex naturalistic task. PLoS ONE, 14(6), 1–24. https://doi.org/10.1371/journal.pone.0218251 Toth, A. J., Kowal, M., & Campbell, M. J. (2019). The Color-Word Stroop Task Does Not Differentiate Cognitive Inhibition Ability Among Esports Gamers of Varying Expertise. Frontiers in Psychology, 10(December). https://doi.org/10.3389/fpsyg.2019.02852 ********** 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: Yes: Ismael Pedraza-Ramirez [NOTE: If reviewer comments were submitted as an attachment file, they will be attached to this email and accessible via the submission site. 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Revision 1 |
PONE-D-21-09912R1Gaze control ability in esports expertsPLOS ONE Dear Dr. Nakagawa, 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. Please submit your revised manuscript by Nov 25 2021 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:
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, Greg Wood, PhD Academic Editor PLOS ONE [Note: HTML markup is below. Please do not edit.] Reviewers' comments: Reviewer's Responses to Questions Comments to the Author 1. If the authors have adequately addressed your comments raised in a previous round of review and you feel that this manuscript is now acceptable for publication, you may indicate that here to bypass the “Comments to the Author” section, enter your conflict of interest statement in the “Confidential to Editor” section, and submit your "Accept" recommendation. Reviewer #1: (No Response) Reviewer #2: (No Response) ********** 2. 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: Partly ********** 3. Has the statistical analysis been performed appropriately and rigorously? Reviewer #1: Yes Reviewer #2: Yes ********** 4. 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: No Reviewer #2: No ********** 5. 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: No ********** 6. 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: Many thanks to the authors for addressing my initial comments. The paper has improved significantly, but I do feel requires a number of revisions and amendments still before meriting publication. My comments are listed below. Title: As your paper address the difference in gaze control ability between low and high skill RTS players, the title should be revised to reflect this more accurately. I suggest ‘Gaze control ability between low and high skill players of a real-time strategy game. Abstract: You often interplay between multitasking and task-switching ability throughout the manuscript. I would argue that your data are attempting to support the latter as humans generally cannot multitask and what we might think as multitasking has been shown to just be evidence of superior task switching ability. I would suggest the authors replace multitasking with task-switching throughout the manuscript. Introduction Line 36: Esports are the competitive and often professional play. They don’t have to be professional to be esports. Revise the sentence to amend the wording please. Line 45-46: Change multitasking to multitask. Lines 46-47: Change ‘(both AVG and RTS improve reaction time and problem-solving ability)’ to ‘(playing either AVG and RTS games improves reaction time and problem-solving ability)’ Line 55: Change saccade to saccades. Line 58: By ‘wide’ do you mean dispersed? This might be a better word. Also, I would assume it is the fixations and not saccades over a larger area that is a marker of expertise? So faster saccades and a larger area over which fixations are dispersed? If so, please amend. Lines 60-61: why would clarifying the gaze control strategy used by successful esports players be beneficial for expanding esports markets? Please clarify in the manuscript. Lines 62-67: This paragraph creates confusion as everything you have leading up to the study’s purpose centres around multitasking/task switching ability. I understand that attention is relevant here especially when looking t fixations, but this paragraph needs to come earlier and be part of the setup to the purpose, not after it. Please amend. Line 68: Starcraft needs to be introduced earlier. Again, everything should be setup before the purpose so when it is introduced at the very end of the introduction section, it seems obvious to the reader that the purpose is what you say it is, then follow the purpose with your hypotheses to conclude your introduction. Methods Lines 78-84: Please provide your power analysis in your reply here. Why use Rstudio and not Gpower, which is the typical standard. Given you are using prelim experimental data, I assume you have means and SD’s you are inputting for your calculations? Please provide these. Finally, your power analysis should be outputting equal sample sizes between your groups which may or may not match what you have collected exactly. As such, I don’t believe the power analysis was conducted properly and I think a supplementary file or some file here demonstrating the raw inputs and outputs from the power analysis is needed to verify the study is appropriately powered to detect the differences found. Line 97: Same comment as above. The jobs are not performed simultaneously but require very rapid and accurate task switching ability. Please amend. Line 127-128: Watch grammar and make sure tense is kept consistent. The sentence “The difficulty of each Task depends on how many jobs are required and how many Zones are in play at the same time” should read “The difficulty of each Task depended on how many jobs were required and how many Zones were in play at the same time”. This is important and needs to be proof-read and corrected throughout the manuscript to improve readability. Line 177-178: The equation you present equally weights the sum of buildings constructed and units produced, and the enemy units destroyed. To more strongly emphasize the units destroyed, sum the two of these together but multiply each by a constant that is larger for enemy units destroyed. i.e., (units produced + buildings constructed)*A + (enemies destroyed)*B, where B > A Lines 236-237: Change ‘calculated’ to analysed. Line 237-239: change “When the Kruskal-Wallis test detected significance, the Wilcoxon Rank-Sum test was performed to find the difference between each group of Task difficulties (Bonferroni’s correction (p < .05 divided by 3 tests: significance threshold at .017)).” To “When the Kruskal-Wallis test detected significance, the Wilcoxon Rank-Sum test was performed to determine which Task difficulties were significantly different from one another (Bonferroni’s correction (p < .05 divided by 3 tests: significance threshold at .017)).” Results Lines 299-302: you report finding main effects for skill and task difficulty, with no interaction. However, your post hoc reports an interaction in that low skill participants had higher fixation percentage in the moderate compared to easy task. Please revise your reporting here as the main effect suggests you should only be reporting expertise differences whereby all task difficulties are pooled, OR, reporting differences between task difficulties, whereby all expertises within each task difficulty are pooled. Discussion Line 333-334: Please change ‘Thus, when playing such games, it is necessary to simultaneously pay attention to multiple points and areas on the screen.’ to “Thus, when playing such games, it is necessary to rapidly switch attention to multiple points and areas on the screen and maintain this information in working memory.’ Line 338: Saccades are never used to process information. Information is gathered during fixations. Please amend the wording of this sentence to reflect this. Line 346: The way this is written is counterintuitive. If Experts exhibit more saccades, they would also have more fixations. In your case, this is also true, but low skill individuals have a higher fixation time. So to say experts have more saccades but low skill players have a higher percentage of fixation could imply that low skill players have more fixations. Please amend wording to clarify that it is in fact that low skill individuals have longer fixation durations. Line 352: Change multitasking to task switching. Reviewer #2: General Comments Thank you for resubmitting your manuscript and consideration of my general comments. The authors have addressed many of the suggestions, however, I will address some concerns that I still think need further attention. Overall, the manuscript presents improvements in the different sections where concerns were raised. However, the introduction still needs to be revisited as it reads too general and does not present a clear theoretical framework. A theory driven study will help the authors to propose hypotheses based on evidence and give clear direction to the further of knowledge. Additionally, there are a few inconsistencies while describing real time strategy games and action video games, esports and video games especially when referring to previous work (see specific comments). Furthermore, while the aim of the study is to examine gaze control of RTS expert players, first, it would be important to emphasise that the aim is directed towards StarCraft players and not the whole RTS genre; Second, the role of cognitive abilities needs to be clarified, more precisely those with greater importance for the aim of the study require further detail and argumentation. Even though the authors are briefly addressing different studies showing the benefits of esports on specific cognitive abilities, it is hard to follow the red threat on why multitasking is an important ability for esports performance and what is the connection with gaze behaviour. Consequently, the theoretical link and underlying mechanisms at the specific cognitive level are still missing. Furthermore, there are still issues with justifying the sample size and the validity and reliability of the task. I have noted a few specific comments on these issues below. Lastly, it is important to review the writing in some sections and the use of capital letters where it shouldn’t be. Specific Comments P3L45: Real time-strategy is not a video game genre and not a video game itself. P3 L45-47: Please rework this paragraph P3 L51-56: If the main arguments and justifications of the study are going in the direction of the role and importance of multitasking in RTS games, it is necessary to first, extend on the literature of multitasking and second, support these arguments with evidence. So far this section still not strongly supported by empirical evidence and lacks theoretical accounts that can help to justify this link with video games and esports. P 3 L58-61: The hypothesis does not seem to have a theoretical link still justifying why authors are expecting those findings. However, this hypothesis reads very simplistic, as it is well known that experts will outperform novices in specific tasks. Thus, the hypothesis in its current state does not add knowledge and still too vague. P3 L60-61: The practical implications as mentioned here for esports coaching and expanding esports markets should be either supported in the introduction with theoretical justifications or addressed at the end of the manuscript supported by the findings. P3 L66-67: As the test seems to fulfil some elements of ecological validity, I would expect justification why multitasking and the increase of task difficulty can help to understand closer what the StarCraft players experience while playing the game. Consequently, support from ecological validity and representative designs studies could help to support the decisions on the difficulty of the task. P3 L62-64: The investigation used as support for the current study Murphy and Spencer (2009) was a replication study from Green and Bavelier (2003) in which the sample were not esports players as you mention and the games, they are focusing on are not RTS but action games in which combines different games. Thus, this argumentation loses strength and validity when the full story is not explained. The aim of these previous studies should mention and fully considered when comparing the results, aiming to extends your research based on those findings. P3 L64-67: I am not sure if this is adding to the hypothesis. It seems that the authors are interested in investigating multitasking and coping mechanisms. The multitasking bit was mentioned earlier but the introduction lacks literature in this field and its importance for the study. P5 L75: Please be consistent with the language or make sure that connection between gaze control and multitasking is clear. So far, it is confusing to understand which are/is the real aim of the study, as there are different concepts drop during the introduction and methodology. Thus, the theoretical account is not clear, and hypothesis are not supported theoretically or empirically. P5 L78-81: Which preliminary experimental data are you referring to? This needs to be further justified. P5 L84-91: The are still information missing. For example, the recruitment strategy and the inclusion/exclusion criteria are still missing. P9 L152-153: I think that the authors should allocate a section where the procedure of the experiment is explained in detailed. Additionally, a figure could help to show the overview of the experimental procedure and measures. This, as I see a critical issue in terms of the procedure of the study as there was not randomization of the difficulty of the tasks. P10 L167-169: The preliminary investigations that you are referring to support the sample size and the reliability and validity of the task need to be further described and adequately referenced. P11 L189: How did you control for the use of different settings of keyboard and mouse? And how this decision could influence the results of the test. ********** 7. 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Revision 2 |
PONE-D-21-09912R2Difference in gaze control ability between low and high skill players of a real-time strategy game in esportsPLOS ONE Dear Dr. Nakagawa, 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. Please submit your revised manuscript by Mar 10 2022 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:
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Kind regards, Greg Wood, PhD Academic Editor PLOS ONE [Note: HTML markup is below. Please do not edit.] Reviewers' comments: Reviewer's Responses to Questions Comments to the Author 1. If the authors have adequately addressed your comments raised in a previous round of review and you feel that this manuscript is now acceptable for publication, you may indicate that here to bypass the “Comments to the Author” section, enter your conflict of interest statement in the “Confidential to Editor” section, and submit your "Accept" recommendation. Reviewer #1: All comments have been addressed Reviewer #2: (No Response) ********** 2. 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: Partly ********** 3. Has the statistical analysis been performed appropriately and rigorously? Reviewer #1: Yes Reviewer #2: Yes ********** 4. 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: No Reviewer #2: No ********** 5. 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: No Reviewer #2: Yes ********** 6. 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: The authors should be commended for their work in addressing the comments. The manuscript is now ready for publication and I have recommended the manuscript be accepted pending a few small comments. Firstly on line 72-73, GPower is a software and thus is not calculated. Please amend this sentence. Secondly, and most importantly the grammar throughout the manuscript is still very poor and the authors are strongly encouraged to have a native english speaker review and revise the manuscript for technical grammar. This includes but is not limited to poor use of plural vs non plural words in wrong instances and the use of past and present tenses in the same sentence. Having been immersed in the review of the manuscript, I found myself able to adapt to these shortcomings to review the scientific merit of the work, but I fear the general readership will have trouble with the readability of the manuscript in its current state. Reviewer #2: Comments to the authors Thank you for resubmitting your manuscript and consideration of my comments. Overall, there are improvements to the manuscript and more consistency in language and justification of specific decisions. However, P2 L34-36: Please use the current literature to justify concepts and definitions (see Pedraza-Ramirez et al., 2020). P2 L37-40: Please include systematic reviews and/or meta-analysis to justify the interest in researching the cognitive elements of esports, rather than highlighting that there are cognitive benefits already seen by the reference used of 2018. This seems to be misleading as only until 2020 and 2021 did research in esports cognition start to be published. To see some examples that can serve as supporting references for video games cognition and esports cognition please see accordingly (Pedraza-Ramirez et al., 2020; Powers et al., 2013). P3 L55-57: The aim to use the esports StarCraft does not mean that you can generalise the investigation to other RTS games. This issue can be seen in studies investigating cognitive function in action video games or in more specific genres like MOBAs (i.e., League of Legends, Dota) where mixed evidence has been found (e.g., Boot et al., 2008, Kokkinakis et al., 2017), by generalising findings of the investigation in one esports to the whole game genre. Therefore, I recommend clarifying and keeping it consistent through the manuscript that the specific cognitive process is closely related to the demands of the esport under investigation without generalising the findings to other similar esport games. This, as supported and suggested by different authors in the video game and esports research (Power et al., 2013; Dale & Green, 2017; Pedraza-Ramirez et al., 2020). P4 L61-64: This claim shown as fact cannot be done by one individual study in an elderly population, additionally the study is from 2008 with very specific conditions. Therefore, the theoretical support for the hypothesis is still missing as currently there is no supporting evidence that justifies the expected expertise differences. Thus, I recommend you search in the recent reviews and empirical studies. Suggested References: Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008). The effects of video game playing on attention, memory, and executive control. ACTA PSYCHOLOGICA, 129(3), 387-398. doi:10.1016/j.actpsy.2008.09.005 Dale, G., & Green, C. S. (2017). The Changing Face of Video Games and Video Gamers: Future Directions in the Scientific Study of Video Game Play and Cognitive Performance. Journal of Cognitive Enhancement, 1(3), 280-294. doi:10.1007/s41465-017-0015-6 Kokkinakis, A. V., Cowling, P. I., Drachen, A., & Wade, A. R. (2017). Exploring the relationship between video game expertise and fluid intelligence. PLOS ONE, 12(11). doi:10.1371/journal.pone.0186621 Pedraza-Ramirez, I., Musculus, L., Raab, M., & Laborde, S. (2020). Setting the scientific stage for esports psychology: a systematic review. International Review of Sport and Exercise Psychology, 0(0), 1-34. doi:10.1080/1750984X.2020.1723122 Powers, K. L., Brooks, P. J., Aldrich, N. J., Palladino, M. A., & Alfieri, L. (2013). Effects of video-game play on information processing: A meta-analytic investigation. Psychonomic Bulletin and Review, 20(6), 1055-1079. doi:10.3758/s13423-013-0418-z ********** 7. 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. |
Revision 3 |
Difference in gaze control ability between low and high skill players of a real-time strategy game in esports PONE-D-21-09912R3 Dear Dr. Nakagawa, 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, Greg Wood, PhD Academic Editor PLOS ONE Additional Editor Comments (optional): Reviewers' comments: |
Formally Accepted |
PONE-D-21-09912R3 Difference in gaze control ability between low and high skill players of a real-time strategy game in esports Dear Dr. Nakagawa: 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. Greg Wood Academic Editor PLOS ONE |
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