APM vs WPM: Why Gaming Speed Isn't Typing Speed
If you have played a competitive game seriously, you know your APM. If you have taken a typing test, you know your WPM. Sooner or later somebody puts the two numbers next to each other and concludes something — usually that gamers must be fast typists, or that a 400 APM player is doing something four times harder than a 100 WPM typist.
Both conclusions are wrong, and the arithmetic that shows why is simple enough that it is strange nobody does it. Convert both to inputs per second and the gap mostly disappears. What remains is a genuinely interesting difference, but it is not the one people assume, and it explains why thousands of hours of gaming leaves most players typing at about the same speed they started.
What APM actually counts
Actions per minute is a measure from real-time strategy, where it originated and where it still means the most. An action is broadly any input that does something in the game: selecting units, issuing an order, clicking a build command, pressing a hotkey. The general definition is deliberately loose, because what counts as one action varies between games and between the tools that measure it — the StarCraft-specific treatment gets into how particular clients count it.
The published ranges are reasonably consistent. Beginners typically sit below 50. Professional players in South Korea average roughly 250 to 350, and often exceed 400 during intense engagements. Notable players including Lee Jae-Dong have averaged over 400 across games. The frequently quoted record is 818 APM, set by Park Sung-Joon and measured only over a short stretch of a single game rather than sustained. Engadget covered the quest for the highest APM in detail, and NBC News reported the headline version — that some pro gamers make ten moves per second — which is the figure most people have absorbed.
Two things matter about that list before anyone compares it to anything. First, APM includes mouse actions, and in an RTS the mouse does most of the work. Second, and more importantly, a large share of the number is repetition. Players re-issue orders to units that already have them, and some deliberately spam clicks to warm up or to inflate the figure. The number is not always an accurate indication of skill, which is why the eAPM measure was introduced to strip repeated actions out — though as its own documentation concedes, there is no standard definition of what counts as an effective action.
- 5.0/sec
- 300 APM, a professional average
- 6.7/sec
- 400 APM, elite sustained play
- 8.3/sec
- 100 WPM typing
- 13.6/sec
- 818 APM, the quoted record burst
The same input rate as 60 WPM
The same input rate as 80 WPM
Equivalent to 500 APM
Short stretch, not sustained
APM ranges as documented for competitive StarCraft. Typing figures use the universal five-characters-per-word convention. Rates only — see the caveats below on why this is not a difficulty comparison.
The conversion, and what falls out of it
Both measures reduce to inputs per second, so both can be put on the same axis. The typing side uses the five-character word convention that every typing test in the world uses, explained in full in what WPM actually measures.
- Actions per second
- APM / 60300 APM = 5.0 actions per second
- Keystrokes per second
- (WPM x 5) / 6060 WPM = 5.0 keystrokes per second
- APM to WPM equivalent
- APM / 5A rate equivalence only — 400 APM matches the input rate of an 80 WPM typist
The five-character word is the standard typing convention. The APM conversion is definitional. Neither adjusts for what an action or a keystroke accomplishes.
Divide APM by five and you get the words-per-minute figure producing the same number of inputs. That is the whole conversion, and the result is more deflationary than most gamers expect and more flattering to typists than most typists realize.
| APM | Actions per second | Same rate as | Typing tier |
|---|---|---|---|
| 50 (beginner) | 0.8 | 10 WPM | Below hunt-and-peck average |
| 150 (intermediate) | 2.5 | 30 WPM | Slow but functional typing |
| 250 (strong amateur) | 4.2 | 50 WPM | Around the average typist |
| 300–350 (pro average) | 5.0–5.8 | 60–70 WPM | A trained touch typist |
| 400+ (elite sustained) | 6.7+ | 80+ WPM | Genuinely fast typing |
| 818 (record burst) | 13.6 | 164 WPM | Competitive typing territory |
APM tiers from documented competitive ranges; WPM equivalents computed as APM divided by five. Equivalence is of input rate only.
An ordinary trained touch typist, someone in the 60 to 70 words per minute band that a few months of correct practice reaches, is generating inputs at the same rate as the average Korean StarCraft professional. That is not a claim that typing is as hard as professional StarCraft. It is a claim that the input rate — the thing APM actually measures — is not where the difficulty lives.
Why the comparison is unfair in both directions
I want to be careful here, because a tidy number is exactly the kind of thing that gets screenshotted without its caveats, and this site has editorial standards about that.
The comparison understates gaming in several ways. APM counts mouse movement and clicks, and aiming is a continuous positional task governed by something closer to Fitts's law than to discrete key selection. Gaming actions are chosen under adversarial time pressure against an opponent actively trying to invalidate your plan, while a typing test hands you the exact text you need to produce — though the psychology of performing while measured applies to both. And the decision load per action is far higher: a typist knows what the next character is, while a player is deciding what the next action should be.
It also overstates gaming in one significant way, which is the repetition problem already mentioned. If a meaningful share of a 350 APM figure is re-selecting units that were already selected, the effective rate is lower than the headline, and nobody agrees on how much lower.
Gaming action
- Input devices counted
- Keyboard and mouse
- Repetition in the count
- Substantial and unmeasured
- Information per input
- Often redundant
- What is decided
- Which action to take
- Sustained for
- Bursts within a match
- Accuracy penalty
- None in the metric
Typed keystroke
- Input devices counted
- Keyboard only
- Repetition in the count
- None — errors are subtracted
- Information per input
- One character, always distinct
- What is decided
- Known in advance
- Sustained for
- Minutes at a constant rate
- Accuracy penalty
- Directly subtracted from the score
Structural comparison. The information-per-input point is the substantive difference between the two measures.
The last row deserves attention because it is the sharpest structural difference. APM has no accuracy term at all — a wasted action counts exactly as much as a decisive one. Net WPM subtracts errors, so a typing score is a rate already penalized for waste. That makes them not merely different scales but different kinds of measurement, and it is the same reason scores are not comparable between typing sites either, worked through in why your WPM differs between tests.
Information per action is the real difference
Strip away the scales and there is one genuine finding underneath.
High APM is achieved partly by making more inputs that each accomplish less. Spam-clicking a selected unit adds actions and no information. Typing works in the opposite direction: every correct keystroke adds exactly one character to the output, and skilled typists reduce the number of separate decisions by chunking common sequences into single motor gestures.
This is the same axis that runs through the most extreme case in this whole subject. A stenographer at 300 words per minute makes only four or five machine actions per second, fewer than a fast keyboard typist, because each chord carries an entire word — the argument set out in how stenographers reach 300 WPM. Put the three on one line and the ordering is clear: stenography maximizes information per action, typing sits in the middle, and APM optimizes for action count regardless of what each one does.
- RTS actions20information per input
Many inputs, much repetition
- Gaming hotkeys20information per input
One command per press
- Typing30information per input
One character per press, errors penalized
- Stenography30information per input
A whole word per chord
Conceptual ordering rather than a measured scale. The point is direction, not magnitude.
Does gaming make you a faster typist?
Almost certainly not, and the reason is the same principle that governs every other transfer question in this subject.
Motor learning is strongly task-specific. Training effects attach to the particular movements, effectors and contexts you trained, and transfer between related motor sequences is partial at best. This is why phone fluency does not carry to a keyboard, why prose practice leaves developers stranded on symbols, and why gaming does not build typing.
Consider what most gaming actually trains. In a first-person or action game the left hand sits on WASD — a cluster documented alongside the arrow keys it replaced — with the fingers covering roughly a dozen keys around it, while the right hand is on the mouse and touches no keys at all. In an RTS the left hand works a hotkey cluster. In both cases you build a small, extremely well-rehearsed key set operated by one hand from a fixed position that is not home row, with the other hand entirely absent from the keyboard.
That is a genuine motor skill and it is not typing. Typing is a two-handed, ten-finger skill anchored on a home position both hands return to between strokes, drawing on a fifty-key vocabulary in sequences determined by English rather than by you. The overlap is close to zero — which is why the fix for a gamer who types slowly is the finger map rather than more hours at a keyboard.
What gaming does genuinely improve
The research here is real and worth representing accurately rather than dismissing.
Dye, Green and Bavelier published work on increasing speed of processing with action video games reporting that action game players reach decisions substantially faster without a corresponding loss of accuracy — a summary of the finding is available via Futurity. Later work on attentional control in action gamers has tried to disentangle which component is actually responsible.
Those are perceptual and attentional gains: how quickly you register something and decide about it. Typing speed above the beginner stage is not limited by either. It is limited by whether the movement for a given letter sequence has become automatic, which is a motor-sequence problem — the mechanism explained in why typing speed stops improving.
So a serious gamer probably does bring real advantages to learning typing: finger independence, tolerance for sustained focus, comfort with a keyboard as an instrument rather than an obstacle, and no fear of drilling something repetitive. Those are not nothing. They are just not typing speed, and they show up as a faster learning curve rather than a higher starting score.
The WASD problem
There is one way heavy gaming can actively work against you, and it is worth naming precisely because it is easy to fix once seen.
The WASD position places the left hand one column to the left of where touch typing wants it. Home row puts the left index on F; WASD puts the left middle finger on W and the index on D, with the whole hand shifted and rotated. Someone who has spent years in that position has a powerful default that is close enough to home row to feel familiar and wrong enough to break the finger map.
The tell is specific: your left hand drifts off the F key during ordinary typing, letters in the left-hand columns get struck by the wrong finger, and errors cluster in a way that looks random but is not. That is one of the habits catalogued in the mistakes that quietly cap your speed, and the fix is the same one — deliberate anchoring on the home row bumps until it becomes the default your hand returns to.
Nothing about this means you should stop using WASD. Two motor patterns can coexist perfectly well once each has a clear trigger. The problem only arises when one has been practiced for thousands of hours and the other for none.
Where typing speed genuinely matters in games
Having spent several sections deflating the connection, here is the case where it is real, and it is more practical than the APM comparison.
Games with text chat put you in a situation where writing speed is directly competitive, and this is true well below the esports tier. Calling a rotation, warning about a flank, coordinating a raid, or explaining a plan between rounds is a real-time communication task under time pressure, and the difference between someone who can produce a clear sentence in two seconds without looking down and someone who needs eight seconds and their eyes on the keyboard is enormous.
That gap is not really about speed either. It is about whether typing costs you attention. A player who touch types can watch the screen while communicating; a player who does not has to look away from the game to say anything, which in most competitive contexts is worse than staying silent. This is the attention argument that runs through why typing speed still matters, applied to a setting where the cost of looking down is immediate and visible.
The practical threshold is low. You do not need 100 words per minute to call a play. You need to not look at your hands, which is a technique question rather than a speed question, and it is reachable in a few weeks.
The hardware overlap nobody mentions
Here is a genuine and underappreciated connection between the two activities, and it is the one place gaming gear actually matters to typists.
Gamers buy keyboards with n-key rollover because pressing several movement and ability keys simultaneously must all register. Key rollover) is a keyboard's ability to handle multiple simultaneous keypresses correctly, and NKRO means every key is scanned independently so any combination registers.
What almost nobody points out is that the same reference describes multi-key rollover as essential for quality keyboards and for English-language touch typing. That is not marketing language, and the reason is mechanical: fast typing is not a sequence of discrete presses. It overlaps. The Aalto study of 136 million keystrokes found that rollover typing — beginning the next keypress before releasing the previous one — was more predictive of typing speed than raw finger speed was, and the full CHI paper sets out the analysis.
So the faster you type, the more your keyboard is being asked to do exactly the thing gaming keyboards advertise. A cheap unshielded key matrix without isolation diodes cannot always resolve which keys are down. When three keys form a rectangle in the matrix, the hardware can register a fourth press that never happened, which is ghosting. Most modern boards prevent it by ignoring the third press instead, which is blocking — and turns a phantom character into a missing one.
Either way you are looking at an error you did not make. If you type quickly and see occasional dropped letters that you would swear you pressed, this is a candidate explanation worth eliminating before you conclude your accuracy is the problem.
Does a gaming keyboard make you type faster?
It removes a ceiling rather than raising one, and the distinction matters because the marketing does not make it.
Once your keyboard reliably registers everything you press, further gaming features stop touching your words per minute. Polling rate is the clearest example: a 1000 Hz board samples inputs every millisecond against 8 milliseconds at 125 Hz. At 8 keystrokes per second you are pressing a key every 125 milliseconds, so even the slow figure is an order of magnitude faster than you are. It is a real variable for competitive aiming and an irrelevant one for typing, along with most of what sits under input lag. The underlying mechanism is ordinary polling) over the human interface device protocol, and it has been fast enough for typists since long before gaming keyboards existed.
The same applies to switch choice. There are genuine comfort and feedback differences between switch types, and the evidence that any of them makes you measurably faster is weak to nonexistent — the break-even arithmetic on that is in the honest math on mechanical keyboards. Buy for feel and for rollover. Do not buy for WPM.
One genuinely useful overlap: many gaming keyboards make remapping easy, and remapping Caps Lock is the single highest-value change available on a standard layout. Why that key is there at all is part of the history of the keys nobody uses.
Reaction time and typing speed run on different clocks
One more confusion worth clearing, because gamers are unusually likely to hit it.
Reaction time is how long it takes to respond to an unpredictable stimulus, typically 200 to 250 milliseconds for a visual cue, and it is the number competitive players train and track. Typing speed is not built from reaction time at all, because nothing in typing is unpredictable — the text is in front of you, and skilled typists read several characters ahead, so the movements are planned rather than triggered.
That is why an elite reaction time does not produce an elite typing speed, and why typing plateaus are not fixed by reaction training. A typist who genuinely reacted to each character would be capped around four keystrokes per second, or roughly 48 words per minute. Everyone above that speed is running ahead of the input rather than responding to it — which is the clearest possible demonstration that the two skills are built differently.
If you game seriously and want to type faster
The good news is that gamers tend to progress quickly once they start, because the underlying dexterity is already there. What is missing is structural rather than physical.
- 01
Week 1 — establish a home position that is not WASD
Anchor both hands on the home row using the bumps on F and J. Your left hand will drift toward WASD; that is the habit you are replacing. Do not chase speed at all this week. The only success criterion is that both hands return to the same place between words without you deciding to.
- 02
Week 2 — the right hand
This is where the gap actually is. Years of gaming have given your right hand no keyboard role whatsoever, so it starts from nothing while the left starts from a conflicting habit. Drill the right-hand columns specifically, including the punctuation cluster under the pinky, which is the least practiced region on the board for everyone and completely unpractised for you.
- 03
Week 3 — ordinary prose, below maximum
Type real sentences at about ninety percent effort. This is where letter sequences begin to chunk into single movements, which is the actual mechanism of typing speed and the one thing gaming has not given you. Repetition on natural English is what builds it.
- 04
Week 4 — measure, then use it
Take a timed run of three minutes or longer for a number you can trust, then start using touch typing in game chat deliberately even when it feels slower than reverting. The transfer to real use is the step most people skip, and it is where the skill either sticks or decays.
Adapted from the deliberate-practice structure used across this site: below maximum speed, targeting specific failures, changing the constraint rather than the volume.
Expect your speed to drop before it rises. Replacing a working method with a better one always costs something first, and the timeline plus the reason is set out in a practice routine that actually moves the number.
Measuring yourself honestly
If you want a typing number that means something, treat it the way you would treat a competitive statistic rather than a one-off screenshot.
Take a run of at least sixty seconds, and preferably three minutes. Thirty-second runs flatter everyone by ending before concentration slips, in the same way a short burst inflates APM. Record accuracy and consistency alongside the speed, because a fast run full of corrections is not fast — the relationship between those numbers is the subject of what your typing score really means. You can take a timed test here, and the tutorial documents the per-second graph and the character review.
If leaderboards are what motivate you — and for most competitive players they are — the site keeps rankings by test length, which is a considerably better use of that instinct than comparing your APM to somebody's WPM on the internet.
One caution that applies with unusual force to this audience: do not treat a single high run as your speed. Day-to-day variation is larger than most people credit, easily enough to swamp a week of real improvement, and the mechanisms are covered in why the same typist scores differently from one day to the next.
What none of this means
The rate conversion in this article is arithmetic, not an argument about difficulty, and I would rather state its limits than let it travel without them.
It does not mean typing is as demanding as professional StarCraft. It is not. The decision load, the adversarial pressure and the mouse component are all absent from typing, and none of them appear in a keystrokes-per-second figure.
It does not mean APM is a bad metric. Within a game, tracked over time by one player, it is a reasonable proxy for mechanical fluency. It simply does not survive being lifted out of that context and compared to a measure built on different assumptions — which is the same problem that makes typing scores incomparable across sites, and the same category error catalogued in the typing myths that refuse to die.
And it does not mean gaming is useless for keyboard skill. It builds dexterity, focus and comfort, and gamers who take up touch typing generally move faster than average. What it does not build is the specific thing typing speed is made of.
The useful conclusion is smaller than the headline comparison and more actionable. Your APM says nothing about your WPM because the two measure different quantities with different assumptions about what an input is worth. If you want the typing number to go up, the route is the same as for anyone else — a home position, a right hand that participates, and ordinary English typed below your maximum until the sequences stop being decisions. Your hands are already better prepared for that than most people's. They have just never been asked.
Frequently asked questions
Is APM the same as WPM?
No, and they are not directly comparable. APM counts actions, which includes mouse clicks and repeated orders to units you have already selected. WPM counts characters produced, standardized at five characters per word. You can convert between the raw rates for curiosity, but an action and a keystroke carry very different amounts of information.
What WPM is 300 APM equivalent to?
As a raw input rate, 300 actions per minute is five actions per second, which is the same rate as a typist at 60 words per minute. A 400 APM player is producing inputs at roughly the rate of an 80 WPM typist. That comparison is about rate only — it says nothing about difficulty, since the two tasks demand completely different things.
Does gaming make you a faster typist?
Not by itself. Motor learning is strongly task-specific, and the hand positions, key sets and movement patterns in most games have almost no overlap with touch typing. Thousands of hours on WASD builds a left-hand cluster skill with no right-hand home position at all, which is close to the opposite of what typing requires.
What does gaming actually improve?
There is a real research literature on action video games and perceptual processing, with findings around faster decisions without loss of accuracy, plus improvements in attention allocation and visual processing. Those are genuine, but they are perceptual and attentional rather than a transferable motor sequence — which is the part typing speed is built from.
Does a gaming keyboard make you type faster?
It removes an obstacle rather than adding speed. N-key rollover matters for typists for the same reason it matters for gamers: fast typing overlaps keypresses, and a cheap unshielded matrix can drop or misread them. Once your keyboard registers everything you press, more gaming features add nothing measurable to your words per minute.
What is keyboard ghosting and does it affect typing?
Ghosting is when a keyboard registers a keypress you did not make, caused by matrix shorting when three keys in a rectangle are pressed. Most modern keyboards prevent it by blocking the third press instead, which turns a phantom character into a missing one. Either way you are looking at an error you did not commit, and fast typists hit it more often than they realize because overlapping keypresses are how fast typing works.
Is high APM actually a sign of skill?
Partly, and less than the number suggests. A substantial share of APM in real games is repeated orders to units already selected, sometimes deliberate warm-up spam. The eAPM measure exists specifically to strip those out, though there is no standard definition of what counts as an effective action.
I game a lot and type slowly. Where do I start?
With the finger map rather than with speed drills. Gaming has almost certainly given you excellent individual finger dexterity and reaction time, so the raw hardware is fine — what is missing is the fixed home position and the right-hand assignments, which no amount of gaming builds. Most gamers move faster than average once they stop looking down.
Keep reading
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