Weapons training in the U.S. Army has followed a time-tested curriculum. The U.S.
Army’s metric of marksmanship proficiency is the Basic Rifle Marksmanship (BRM) record fire test (RFT). The traditional scoring method requires a minimum score of 23 to pass, with a maximum score of 40 possible. In addition to assessing performance by RFT, USARIEM has developed a friend vs foe challenge (FFC) that examines performance based on ability to detect and properly respond to friend or foe targets. Both of these assessments use scoring methods which do not address the lethality of the shot, but rather only address whether the target was hit. Weapons simulation systems that use the same weaponry and mimicked responses to firing a live round are employed across U.S. Army training sites. These systems are an effective augmentation to the live fire range, providing trainees with a safe, practical option to practice marksmanship skills before attempting the live-fire qualification test. Research is needed to further identify factors that facilitate or impair acquisition or performance of marksmanship proficiency, with the goal of reducing training time and costs while yielding better training outcomes, such as higher passing rates and levels of basic proficiency. In this technical report, we present data from two studies in which the EST2000 and psychosocial tools were used to assess factors that impact marksmanship performance and subjective experiences during marksmanship as well as explore new methods of assessing marksmanship performance.
Part I of the report explored the influence of experience or practice with weapons prior to-military service on marksmanship proficiency in 33 junior enlisted Soldiers. Participants completed the RFT and FFC using the EST2000 and answered questions regarding their prior experience with weapons use and training, including exposure to First Person Shooter video gaming (FPS). Results indicated that higher marksmanship proficiency scores on RFT and FFC were independently associated (p < 0.05) with having an infantry military occupational specialty (MOS). In addition, weapons experience prior to entering the military and first firing a weapon at a younger age were associated with higher RFT and FFC. No FPS experience factors were independently associated with any of the marksmanship outcomes. Backwards regression elimination analysis yielded a significant final model (F(2,25)= 4.36, p < 0.05; R2 = 0.259), containing two of the possible experiential factors, specifically the age at which the participant first participated in FPS and the age that the participant first fired a live weapon. In this model, FP1 was positively related to record fire score and LW1 was inversely related to record fire score.
Part II of this report focused on the relationship between subjective psychological states, including psychological flow state (an experienced state of balance between situational demands and one’s ability to meet those demands) and perceived task workload measured on six subscales (mental, physical, and temporal demands, and performance, effort, and frustration levels.) In general, higher reported levels of flow are associated with increased familiarity and proficiency with a given task and a more positive mood state. RFT score improvements were evaluated in 48 active-duty Soldiers who had previously never scored higher than 30 on the RFT, indicating a lower level of basic marksmanship proficiency. Results indicated positive associations between RFT score and the perceived task workload (performance) and several flow state elements (clear goals, sense of self-control, unambiguous feedback, and challenge-skill). Participants who began their study participation as unqualified marksmen (basic RFT score < 23 points) took an average 8 of 2.8 trials, or 112 shots to attain basic marksmanship qualification. After two days of participation, all participants achieved RFT qualification, with most (91.7 %) scoring in the advanced marksmanship range. Participants who showed the greatest gains in marksmanship performance across successive trials also reported higher overall flow state. Moreover, prior real or simulated weapons experience was associated with RFT performance. Specifically, participants who started FPS gameplay at an older age, played fewer hours of weekly FPS, and/or first fired a live weapon at a younger age showed the greatest improvement over time on RFT.
In Part III of this report, data from the two studies described in Parts I and II were
analyzed with the aim of providing a method for quantifying shot lethality based on shot location on the target. Dependent t-tests on data from FFC revealed no significant difference in latency (time lapse between target presentation to the moment of trigger pull) of lethal hits (2875.25 ± 354.4 msec) and non-lethal hits (2941.06 ± 387.9 msec), and no difference between the probability of a hit being lethal (52.9%) versus non-lethal (47.1 %). Strong, positive correlations were observed between the original and lethality-based scoring methods. In addition, – the age
at which a participant first fired a weapon and having weapons experience before entering the military were significantly associated with FFC score, regardless of scoring method, and belonging to the Infantry MOS was significantly associated with RFT score calculated with either method. Similar findings were observed when exploring differences in scoring approaches in models predicting marksmanship proficiency based on age first fired a weapon or played FPS, weapons or FPS experience before entering the military and Infantry MOS. However, when looking at changes in marksmanship performance over time (Part II), differences in scoring
methods were observed. Specifically, when using the traditional scoring methods, performance on the RFT continued to improve through Trial 6 but then plateaued, whereas improvements in the lethality of hits was shown to continue to improve across all trials. Similarly, the probability of hitting the target, and of a hit being a lethal hit continued to improve after Trial 6, although overall RFT score did not show significant changes. Examining changes across time, total points based on lethality, or location of shots on the target, resulted in an overall 5% worse decline than hits
alone.
Overall, results from these combined analyses provide compelling evidence that military marksmanship proficiency can be influenced by FPS gameplay and pre-military weapons experience. Moreover, the observation that proficient marksmanship is associated with psychological flow and perceived workload underscores the potential value of such measures as a training aid or guide to inform and further quantify marksmanship skill development. Flow state in particular could be used to support optimized marksmanship performance as it has been shown to benefit factors, such as focus, breath, and interoception, that positively influence
marksmanship performance. Results of these analyses also highlight the potential benefits of conceptualizing EST2000 scores in terms of lethality. Notably, a novel lethality-based marksmanship scoring method revealed continued improvements in shot lethality even after the standard scoring method indicates a plateau in performance (total hits). Together, these findings can be used to inform, and improve, marksmanship training programs and guide future research efforts.