Evaluating video feedback to improve eSports performance in Street Fighter V
Two-minute self-videos with quick coach notes boost fighting-game accuracy and transfer to real online matches.
01Research in Context
What this study did
White et al. (2024) tested whether video feedback helps gamers get better at Street Fighter V. Three adult players watched short clips of their own matches. A coach added both praise and small fixes on-screen.
The team used a multiple-baseline design. Each player started the feedback at a different time. They tracked one skill: hitting an opponent who jumps in (anti-air).
What they found
Every player nailed more anti-air moves after the videos began. The gains showed up in practice matches and carried over to real online ranked fights. No extra drills were needed.
How this fits with other research
Giambrone et al. (2020) saw the same thing with competitive dancers. Kids who watched and rated their own dance videos cleaned up three moves fast. Same method, different sport — a clean conceptual replication.
Embregts (2000) used video feedback plus self-management to cut problem social behavior in youth with mild ID. The older study targeted reduction, White aimed for skill growth. Both worked, showing the tool spans goals and populations.
Romer et al. (2021) taught staff to run discrete-trial lessons by having them watch and score videos first. The parallel is tight: watch, rate, improve — whether you are a teacher or a gamer.
Why it matters
You can borrow this tomorrow. Record a client’s best and worst trials. Add two short voice notes: one cheer, one fix. Have them watch the clip twice before the next session. It works for basketball shots, dance steps, or gaming — and the skill is likely to show up where it counts.
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02At a glance
03Original abstract
AbstracteSports is a newly rising field with rapidly increasing cultural validity. Despite the wide array of similarities between eSports and traditional sports, behavioral skill acquisition interventions have yet to be applied to video game skills. Although video feedback has been established as effective for traditional sports, further research is needed to validate its efficacy as a standalone intervention. In this study, the effects of video feedback were analyzed with three participants in a nonconcurrent multiple baseline across subjects design. Participants performed a specific in‐game behavior (an anti‐air attack) in a controlled match against the researcher, then viewed recordings of their performance and received positive and corrective feedback from the researchers. The generalization of the skill improvement was evaluated through the rate of successful skill implementation in ranked online matches. Results showed that the video feedback intervention improved performance over baseline for all participants and generalized to online matches.
Behavioral Interventions, 2024 · doi:10.1002/bin.2056