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How Do You Compare?

Reaction time varies dramatically by training and lifestyle. See how you stack up against gamers, F1 drivers, esports pros, athletes, musicians and more.

Why group averages matter

The overall adult median of 250 ms is a useful reference point, but it hides a huge amount of variation. Different groups of people — defined by what they do every day — post dramatically different averages. Competitive gamers sit around 215 ms. F1 drivers sit around 180 ms. Older adults average 315 ms. The gap between the fastest and slowest of these groups is larger than the gap between an average adult and an average adult.

This matters for two reasons. First, it tells you what is achievable with training. If gamers are 35 ms faster than non-gamers, that is roughly the size of the prize you can win from action game training. Second, it gives you a more relevant comparison group. If you are 55 and you want to know whether your 280 ms is good, comparing to the overall adult median of 250 ms is less useful than comparing to the 50-something median of 290 ms — you are actually faster than your peers.

Pick a group to compare against

The hierarchy of reaction time

From fastest to slowest, here is roughly how the major groups compare. Numbers are simple visual RT medians for each group, drawn from a mix of published research and aggregated web-test data.

  1. Esports pros — 175 ms. The fastest of any non-specialist group. Years of sub-200 ms target acquisition rewires the visual cortex.
  2. F1 drivers — 180 ms. Self-selection plus childhood karting plus constant high-speed visual processing.
  3. Athletes — 200 ms. Sprinters and racket-sport players lead; endurance athletes trail.
  4. Pilots — 210 ms. Choice RT advantage more than simple RT advantage.
  5. Gamers — 215 ms. Similar advantage to esports pros but smaller in magnitude.
  6. Musicians — 220 ms. Audio RT advantage is larger than visual RT advantage.
  7. Adults 20–29 — 245 ms. The reference group for most online reaction tests.
  8. Non-gamers — 265 ms. The baseline against which gamer advantages are measured.
  9. Adults 50–59 — 290 ms. Age-related decline starts to show.
  10. Older adults 60+ — 315 ms. The decline accelerates, but the spread is enormous.

Frequently asked questions