00 // ORIGIN
Ten Years in the Making.
Since 2014, AREALME has remained the premier third-party benchmarking hub for esports players worldwide. Our database is built upon tens of millions of real-world challenges: from elite speedrunners on YouTube to hardcore gamers on Twitter and Facebook, countless gameplay videos attest to the authenticity and depth of our data.
This is not merely a simple online testing site; it is a training ground constructed on the foundations of cutting-edge cognitive science and sports psychology. We have drawn extensively from academic literature regarding reaction time, visuomotor control, and strategic anticipation. Our mission is to help professional athletes and enthusiasts alike quantify and elevate their competitive performance from a multidimensional perspective.
01 // DATA INTEGRITY
Data Sources & Algorithm
Our algorithms are anchored in a massive longitudinal dataset spanning primarily from 2014 to 2023. Following the industry transition to Google Analytics 4 (GA4) in 2023, we streamlined our data collection density while maintaining comprehensive, high-fidelity archivesโparticularly from the critical 2020โ2023 period. We continue to mine this historical depth to drive algorithmic innovation and model calibration.
Privacy is Paramount: All data is strictly anonymized and sampled. We analyze pure clickstream interaction logs; we have zero knowledge of, nor access to, any userโs personal identity.
02 // THE SYSTEM
The Arealme Esports Badge is a standardized analytics protocol designed to quantify human gaming performance. Unlike traditional reaction tests that measure single metrics, we analyze a complete Hexagonal Ability Matrix:
- Reflex: The physical limit of neural transmission.
- Mechanics: Effective Actions Per Minute (APM).
- Aim: Pixel-perfect accuracy and mouse control.
- Sync: Multitasking and hand-eye sync.
- Macro: Memory, logic, and split-second decision making.
- Rhythm: Rhythm capture and temporal windows.
03 // COMBAT POWER (CP)
Your AREALME Combat Power is not an average; it is the cumulative sum of your potential.
- Dynamic Scaling: As new test modules deploy, the maximum possible CP increases.
- No Cap: True legends push beyond the 100% threshold to challenge physiological limits.
- The Algorithm:
ฮฃ (Normalized Score ร Weight Factor). Every millisecond counts.
04 // ARCHETYPE ANALYSIS
Different genres require different neural pathways. Compare your radar chart against these pro baselines:
| Class | Primary Stat | Secondary Stat |
|---|---|---|
| FPS Sniper | REFLEX (Target Acquisition) | AIM (Micro-adjustment) |
| MOBA Carry | MACRO (Map Awareness) | SYNC (Skill Shots) |
| Rhythm God | RHYTHM (Perfect Sync) | MECHANICS (Burst APM) |
Baselines derived from the aggregated logs of over 10 million global sessions.
04 // ACP ALGORITHM
โก The ACP algorithm is live-updated based on global player telemetry. Max Combat Power scales as the skill ceiling rises.
| Module | Stat Spread | Max CP |
|---|---|---|
| 01 Aim Test | | 3,500 CP |
| 02 Multitasking Test | | 3,400 CP |
| 03 Cannon Defense | | 3,200 CP |
| 04 Typing Test (2-min) | | 3,100 CP |
| 05 APM Test | | 3,000 CP |
| 06 HandโEye Coordination | | 2,900 CP |
| 07 1 to 50 game | | 2,700 CP |
| 08 Coreball game | | 2,500 CP |
| 09 Mouse Accuracy Test | | 2,200 CP |
| 10 Rhythm Test | | 2,100 CP |
| 11 CPS Test (180s Marathon) | | 1,800 CP |
| 12 Reaction Time Test | | 1,700 CP |
| 13 Chimp Test | | 1,400 CP |
| 14 Escapa! (Dodge) | | 1,400 CP |
| 15 Time Perception Test | | 1,300 CP |
| 16 Memory Test | | 1,300 CP |
| 17 Spacebar Test (10-sec) | | 1,200 CP |
| 18 CPS Test (60s Challenge) | | 1,200 CP |
| 19 F1 Start (3 Lights) | | 1,100 CP |
| 20 F1 Start (5 Lights / Standard) | | 1,100 CP |
| 21 F1 Start (10 Lights / Hard) | | 1,100 CP |
| 22 Circle Drawing | | 900 CP |
| 23 Color Recognition | | 900 CP |
| 24 Cupcake 2048 | | 900 CP |
| 25 CPS Test (5s Burst) | | 900 CP |
| 26 CPS Test (10-sec) | | 900 CP |
| 27 CPS Test (30s Endurance) | | 900 CP |
| 28 Odd One Out | | 700 CP |
| 29 Reaction Time Test (15s) | | 500 CP |
| 30 Reaction Time Test (30s) | | 500 CP |
| Active Modules: 30 | 50,300 THEORETICAL LIMIT | |
05 // ACADEMIC REFERENCES
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Speed vs reaction time as a measure of cognitive performance. PubMed. DOI: 10.3758/bf03197375
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Comparison of Reaction Time Between eSports Players of Different Genres and Sportsmen. International Journal of E-Services and Mobile Applications. DOI: 10.4018/IJER.20210101.oa1
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Playing Action Video Games Improves Visuomotor Control. Psychological Science. DOI: 10.1177/0956797616650300
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Play with my Expectations: Players Implicitly Anticipate Game Events Based on In-Game Time-Event Correlations. ACM Transactions on Computer-Human Interaction. DOI: 10.1145/3626705.3627970