OUR METHODOLOGY
Performance in videogames, soccer, F1 and in every discipline is multifactorial. A lot of things can impact the improvement. Our long term goal is to cover all the training needs developing a full holistic tool but we decided to start with microgame and cognitive training in an integrated way.
The methodology we use (and is also used in the sports/motor world) is called LEVELS OF APPROACH.
FIRST LEVEL - WARM UP
The first level of approach is our WARM UP training tasks.
The goal of this type of training tasks is to improve the cognitive and perceptual abilities related to one concrete mechanic in an integrated way.
For example this concret WARM UP is focused on the AIM mechanic. With the constant right clicks we are working on the speed reaction time (one cognitive ability), with the orange balls (we need to put the mouse up to the orange ball and press the key that represents one ability to throw) we are working on the hand-eye coordination (one cognitive ability), with the minimap on the bottom (we need to change our ball position in order to don't crash with the red ball) we are working on the amplitude visual (one perceptual ability) and if we do everything at the same time we will work on the multitask capacity (one cognitive ability).
All these cognitive and perceptual abilities are important for the AIM mechanic and that's why we are training them.
SECOND LEVEL - MICROGAME
The second level of approach are our MICROGAME training tasks.
The goal of this type of training tasks is to automate and optimize the mechanic in an isolated way, so here your brain will only be focused on working in one mechanic.
The first thing we need to do to improve one mechanic is to create one automation. So as in the sports world is done, we need to isolate the technical movement and work it with a repetition model. Thanks to this repetition model and being focused we are going to achieve the automation.
Once we achieved the automation, we need to optimize the mechanic. In order to do that we need to follow the repetition model described but in a context more difficult than the game. That is why we created 10 levels of difficulty for each task. In the higher levels we are going to work on the ability but everything will be more difficult than LoL.
Thanks to that, once you come back to the videogame you are going to feel an improvement, because you will be ready to do more complex things than the ones that appears in the game.
THIRD LEVEL - MICROGAME PRO
The third level of approach are our MICROGAME PRO training tasks.
The goal of this type of tasks is to optimize the mechanic in the most contextualized way. So here we are going to combine different mechanics to train at the same time in order to move forward in the specificity and work in a more closer context to the game.
This concrete training task is focused on AIM but also on DODGE and KITING at the same time.
CONCLUSION
We are going from less specific training tasks to the more similars to the game, that's the goal of the LEVELS OF APPROACH. That's the same methodology used in the sports/motor world to improve one technical ability.
With constant training you can improve your mechanics.