Low Latency Feedback: Contrasting Training Outcomes of Immediate versus Delayed Feedback in Speed...
summary
Laboratory study with n=30 (two groups of 15) trains Super Mario Bros. speedruns for 20 minutes, then gives five unguided trial attempts per level while measuring time, score, and a Player Experience Inventory. One group receives immediate ghost during play showing optimal moves; the other sees a delayed replay with ghost after each try. Immediate-feedback participants improve significantly more, rate feedback as clearer and more satisfying, and request demonstration of optimal gameplay, interactivity, and instant feedback for training systems.
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