Median of all scores on Human Benchmark’s online test, with each visitor’s computer and screen delay included.
Average for 1,469 adults aged 18 to 65 in a precisely timed lab test. Take out the measured screen and mouse delay and it’s 213 ms.
Gap between the youngest group in that study, 18 to 24 (217.9 ms), and the oldest, 59 to 65 (239.1 ms).
What counts as reaction time
Reaction time is the delay between a signal and your response to it. Researchers separate three kinds: simple reaction (one signal, one response), recognition reaction (respond to some signals and ignore others) and choice reaction (each signal has its own response). Unless we say otherwise, the numbers on this page are simple reactions to something you see, like our main test.
Reaction time by age
These averages come from one lab study that measured its own equipment delay and split 1,469 adults into seven age groups.
| Age | People tested | Average (ms) | Source |
|---|---|---|---|
| 18–24 | 86 | 217.9 | Woods et al. 2015 |
| 25–31 | 115 | 221.0 | Woods et al. 2015 |
| 32–38 | 201 | 224.8 | Woods et al. 2015 |
| 39–45 | 273 | 227.7 | Woods et al. 2015 |
| 46–51 | 276 | 233.6 | Woods et al. 2015 |
| 51–58 | 272 | 236.4 | Woods et al. 2015 |
| 59–65 | 246 | 239.1 | Woods et al. 2015 |
Everyone used the same gaming mouse and 60 Hz screen, which the authors measured adding about 18 ms. Age bands are shown as printed in the study, where 51 appears twice. A UK survey of 7,130 adults found the same shape: simple reaction time barely slows until around 50, while choice reaction time slows throughout adult life.
Sight, sound and choice
Sound
160msAbout, for college-age people
Touch
155msOne classic study
Light
190msAbout, for college-age people
For about 120 years, the accepted lab figures for college-age people have been about 190 ms for a light and about 160 ms for a sound. One possible reason: a sound reaches the brain in 8 to 10 ms, a visual signal in 20 to 40 ms.
Choice is slowest. When each signal needs a different response, every extra option adds time, though less with each one you add (Hick’s law). In one classic comparison, simple reactions averaged 220 ms, and recognition reactions, where you respond to one signal and ignore the rest, 384 ms. Choice reactions are slower still.
Web, lab and game numbers
The same person scores differently depending on the equipment. Screens take time to show a change and mice take time to report a click: in one carefully tuned lab, the screen added 11.0 ms and the gaming mouse 6.8 ms. On other setups, the same paper notes, screen and input delays together can add up to 100 ms. In a game you also have to spot the target, decide and aim, so in-game reactions are slower still. We haven’t found a reliable average for them.
The 100 ms line
109 ms fastest possible start, men
118 ms quickest valid start, Beijing 2008
121 ms fastest possible start, women
Sprinting draws the line at 100 ms: when the start system measures a reaction time of less than 0.100 second, it signals a possible false start. Among 425 sprinters at the 2008 Beijing Olympics, no valid start fell between 100 and 117 ms, and the quickest was 118 ms. At a 99.9% confidence level, the researchers put the fastest possible starts at 109 ms for men and 121 ms for women.
That’s why our tests treat anything under 100 ms as a guess. We don’t quote records from online leaderboards: a lucky guess looks exactly like a fast reaction.
F1 drivers and sprinters
F1 drivers
0.2sAverage, from lights out to launching the car
Olympic sprinters, men
166msAverage of each runner’s best start, 2008
Olympic sprinters, women
189msSame measure, same Games
Formula 1 says drivers launch their cars on average 0.2 seconds after the lights go out. That includes feeding out the clutch, not just seeing the lights. A sprint reaction time runs from the gun until the push on the starting blocks passes a set force. Neither is a click on a screen, so treat them as loose company for your score, not a target.
Try the F1 start lightsGamers
We couldn’t find a trustworthy average for gamers or pro players; the figures shared online don’t trace back to a study. What research does show is a difference between groups.
Faster responses from people who regularly play action games than from non-players, with the same accuracy, across 89 test conditions from seven studies.
Sources
- Human Benchmark. “Reaction Time Test.” humanbenchmark.com/tests/reactiontime. Accessed 7 November 2026.
- Woods, D. L., Wyma, J. M., Yund, E. W., Herron, T. J., & Reed, B. (2015). “Factors influencing the latency of simple reaction time.” Frontiers in Human Neuroscience, 9, 131. doi.org/10.3389/fnhum.2015.00131. Accessed 7 November 2026.
- Kosinski, R. J. “A Literature Review on Reaction Time.” Clemson University, last updated September 2013. facultypsy.hope.edu/psychlabs/exp/reactiontime/docs/RT_Literature_Review.pdf. Accessed 7 November 2026.
- Der, G., & Deary, I. J. (2006). “Age and sex differences in reaction time in adulthood: Results from the United Kingdom Health and Lifestyle Survey.” Psychology and Aging, 21(1), 62–73. doi.org/10.1037/0882-7974.21.1.62. Accessed 7 November 2026.
- Eckner, J. T., Kutcher, J. S., & Richardson, J. K. (2010). “Pilot evaluation of a novel clinical test of reaction time in National Collegiate Athletic Association Division I football players.” Journal of Athletic Training, 45(4), 327–332. doi.org/10.4085/1062-6050-45.4.327. Accessed 7 November 2026.
- World Athletics. Competition and Technical Rules, 2026 Edition, Technical Rule 16.6 (False Start). worldathletics.org. Accessed 7 November 2026.
- Lipps, D. B., Galecki, A. T., & Ashton-Miller, J. A. (2011). “On the implications of a sex difference in the reaction times of sprinters at the Beijing Olympics.” PLoS ONE, 6(10), e26141. doi.org/10.1371/journal.pone.0026141. Accessed 7 November 2026.
- Browning-Brant, C. (2024, 2 March). “Rapid decisions, driver skills and intricate procedures – Why race starts are so critical in F1.” Formula1.com. www.formula1.com/en/latest/article/rapid-decisions-driver-skills-and-intricate-procedures-why-race-starts-are.3uziERC5iPE5EYOPRmerXU. Accessed 7 November 2026.
- Dye, M. W. G., Green, C. S., & Bavelier, D. (2009). “Increasing speed of processing with action video games.” Current Directions in Psychological Science, 18(6), 321–326. doi.org/10.1111/j.1467-8721.2009.01660.x. Accessed 7 November 2026.
Test your own reaction time
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