OUR METHODOLOGY
Performance in videogames, soccer, F1, and every other discipline is multifactorial. Many factors can influence improvement. Our long-term goal is to cover all training needs by developing a fully holistic tool, but we decided to start with microgame and cognitive training in an integrated way.
The methodology we use (and that is also used in the sports/motor world) is called LEVELS OF APPROACH.
FIRST LEVEL - WARM UP
The first level of approach consists of our WARM-UP training tasks.
The goal of this type of training task is to improve the cognitive and perceptual abilities related to one specific mechanic in an integrated way.
For example, this particular WARM-UP focuses on the AIM mechanic. With the constant right-clicks, we work on reaction speed (one cognitive ability); with the orange balls (we must move the mouse up to the orange ball and press the key that represents an ability to throw), we work on hand–eye coordination (one cognitive ability); with the minimap on the bottom (we must change our ball position to avoid crashing into the red ball), we work on visual amplitude (one perceptual ability); and, if we do everything at the same time, we train multitasking capacity (one cognitive ability).
All these cognitive and perceptual abilities are important for the AIM mechanic, and that is why we train them.
SECOND LEVEL - MICROGAME
The second level of approach comprises our MICROGAME training tasks.
The goal of this type of training task is to automate and optimize the mechanic in an isolated way, so here your brain will focus only on one mechanic.
The first thing we need to do to improve a mechanic is to create automation. As in the sports world, we isolate the technical movement and work on it with a repetition model. Thanks to this repetition model and focused practice, we achieve automation.
Once we achieve automation, we need to optimize the mechanic. To do that, we follow the repetition model described but in a context more difficult than the game. That is why we created ten levels of difficulty for each task. In the higher levels we still work on the ability, but everything is more challenging than in LoL.
Thanks to that, once you return to the videogame you will feel an improvement, because you will be ready to perform more complex actions than those that appear in the game.
THIRD LEVEL - MICROGAME PRO
The third level of approach includes our MICROGAME PRO training tasks.
The goal of this type of task is to optimize the mechanic in the most contextualized way. Here, we combine different mechanics to train simultaneously, moving forward in specificity and working in a context closer to the game.
This particular training task focuses on AIM but also on DODGE and KITING at the same time.
CONCLUSION
We progress from less specific training tasks to those most similar to the game—that is the purpose of the LEVELS OF APPROACH. It is the same methodology used in the sports/motor world to improve a technical ability.
With constant training, you can improve your mechanics.