Claims

TEAMUP in-game performance varies widely across teams, with errors ranging from 2 to 37

Claim · All claims
Evidence · 1 study · associational r2 · q2
Currency · newest study 2018 · not yet checked against its sources · not reviewed by a person · overdue for a recheck since 2021: tool and model accuracy changes quickly

Subclaims

Reading the evidence codes

q is the design tier, i the impact, n the sample, and the kind with its r the rigour judged within that kind: what each code means.

This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.

q2 i? In the TEAMUP dataset, avoidable mistakes differed widely from team to team: the best performing team made two errors and the worst 37, with an average of 12. → Mayer 2018

Evidence

Mayer 2018

Mayer, I. (2018). Assessment of Teams in a Digital Game Environment. Simulation & Gaming, 49(6), 602-619. https://doi.org/10.1177/1046878118770831

q2 · i? · associational · r2

Descriptive assessment of the logged dataset of 106 teams. The study reports "The best performing team made only two errors, while the worst performing team made 37", with an average of 12 errors; time ranged from 15 to 68 minutes. These are descriptive statistics with no test reported.

"The best performing team made only two errors, while the worst performing team made 37. On average, teams made 12 errors, with most teams making around 10."

Discussion

Page metadata
Field Value
type claim
id teamup-performance-wide-distribution
title TEAMUP in-game performance varies widely across teams, with errors ranging from 2 to 37
description TEAMUP in-game performance varies widely across teams, with errors ranging from 2 to 37
status review
evidence_strength weak
newest_evidence 2018
recheck_by 2021
generated by process:wiki-ingest on 2026-10-16
trust unverified — no one has confirmed this page's content
sources 1 — mayer-2018

Frontmatter is the page's machine-readable record — see the Schema & Guide.