Reaction time test

Under 250 ms is a fast average here; 30,747 people on a web test had a median of 304 ms. Four modes: red to green, start lights, go/no-go and sound.

An average under 250 ms is a fast reaction time on this site's own scale, under 200 ms is exceptional, and 250 ms to 350 ms is typical. The scale sits around the median of 304 ms that Passell and colleagues found among 30,747 people on a web test. That figure includes the delay every screen, mouse and touchscreen adds.

Wait while the pad is red. Press the moment it turns green.

Tap here or press Space to start

Your results appear here after your first run.

Every screen, mouse, keyboard and touchscreen adds some delay, so compare tries made on the same device.

A game, not a medical, driving or job test.

This reaction time test measures how quickly you press after a signal, to the millisecond, on a phone or a computer. Four modes change the signal: a pad turning from red to green, five start lights going out, a go or stop choice and a beep. Each reaction test of five or ten tries ends with your average, median and spread.

How each reaction is timed

Each try is armed by a press on the pad, then a random wait passes before the signal, so its moment cannot be learnt. The clock starts with the screen frame that draws the visual stimulus and stops when your finger, mouse button or key goes down. Pressing before the signal, or too soon after it to be a genuine reaction, is a false start, and that attempt is run again.

The wait is drawn at random between 1.5 s and 4.5 s, in steps of 10 ms, for every try and again after every early press. Anything less than 100 ms after the signal is treated the same way. With no press within 2 s, the try is a miss and is run again. A run measures five or ten reactions, five by default.

On a phone the pad takes a tap, and on a computer a click. Space starts a run once the pad has focus. During a run any key counts as a press, apart from Tab, Esc and keys such as Shift, and Esc stops the run.

Reaction time is the interval between a signal and the response to it, here given in milliseconds, thousandths of a second. It is a different skill from pressing many times in a row, which the click speed test counts in clicks per second.

Four modes: red to green, start lights, go or stop and a beep

Each mode changes the signal while the clock and the scoring stay the same. Three of them measure simple reaction time, one known signal answered with one response, and the fourth adds a decision before every press.

  • Red to green: the pad is red during the wait and turns green at the signal, the classic simple task.
  • Start lights: five red lights come on one by one, the first 0.7 s after the try is armed and then one every 1 s. All of them go out after a random hold of 0.2 s to 3 s, and lights out is the signal. That hold range is a choice made for this game.
  • Go or stop: a green circle means press and a red cross means hold back. The game deals 0.4 stop signals for every go signal: 2 in a run of five and 4 in a run of ten. They are shuffled, but never first and never two in a row.
  • Sound: the screen does not change, and the signal is a short beep.

Psychologists call the green and red mode a go/no-go task. A stop signal stays on screen for 1 s. Holding back counts as a stop signal held, while a press counts against you and the run carries on.

In a choice reaction time task, several signals each have their own response, so every press needs a decision about which one. The Stroop test works that way, with an ink colour to pick for every word.

What is a good reaction time?

A good reaction time, by the bands used here, is an average below 250 ms, and below 200 ms counts as exceptional. The typical band runs from 250 ms to 350 ms, steady from 350 ms to 450 ms, and slower than typical from 450 ms. These bands apply to every mode without stop signals; the go/no-go bands sit 50 ms higher, since each press waits on a decision.

The scale is this site's own, placed around a large published web sample. Passell and colleagues timed 30,747 people on a red square turning green and found a median of 304 ms, with a standard deviation of 69 ms. Like this game, that figure includes the delay of each person's own device, so laboratory figures taken with fast equipment run lower.

Below 200 ms is exceptional in three modes, and below 250 ms for go/no-go.

This site's rating bands for the average of a run
BandRed to green, start lights, soundGo or stop
Exceptionalunder 200 msunder 250 ms
Fast200 ms to 250 ms250 ms to 300 ms
Typical250 ms to 350 ms300 ms to 400 ms
Steady350 ms to 450 ms400 ms to 500 ms
Slower than typical450 ms or more500 ms or more

Published figures cover a wide span: a laboratory mean of 231 ms with a gaming mouse, the web study's 304 ms, and 539 ms for matching cards.

Published reaction time figures, none of them a norm for this game
SourceWho was timedTaskFigure
Passell et al. (2021)30,747 people onlineRed square turning green, own device304 ms, middle value
Woods et al. (2015)1,469 adults aged 18 to 65Laboratory, gaming mouse231 ms mean, 213 ms without hardware delay
Lipps et al. (2011)425 Olympic sprintersSprint start166 ms (men), 189 ms (women): mean of each athlete's fastest
UK Biobank496,117 people aged 37 to 73Pressing when two cards match539 ms, middle value
AQA GCSE PhysicsTypical values taughtA person reacting0.2 s to 0.9 s

UK Biobank's figure comes from a slower task with middle-aged and older adults, who pressed a button when two cards matched, a decision on every round. Its showcase treats times under 50 ms as anticipation and ignores those over 2,000 ms, so the figure describes that task rather than this one.

The game gives no percentile, because it collects nobody's results to rank you against. The comparison it keeps is your own: a personal best for each mode, stored in this browser.

Average, median, spread and misses in a result

The average reaction time is the headline figure: the measured reactions added up and divided by their number. In an illustrative run of five reactions, 312 ms, 268 ms, 295 ms, 241 ms and 289 ms, the total is 1,405 ms. The average is 281 ms, in the typical band.

The median is the middle time once the reactions are sorted, 289 ms here, so one slow outlier barely moves it. The fastest try took 241 ms and the slowest 312 ms. The spread, a sample standard deviation, is 27 ms. It measures consistency: a small spread means the tries were alike.

Early presses and misses are counted and shown, but they never enter the times, since each of those tries is run again. When a run has stop signals, the result also shows those held, such as 2 of 2. A press on a stop signal is the classic no-go error, and such a run becomes your best only when every stop signal was held.

Each reaction is listed with the input that made it: mouse, touch, pen or key. "Copy result" copies a line of text with a link, and the link carries only the mode and the number of reactions, such as ?mode=lights&tries=10.

The best average for each mode and your last ten runs stay in this browser's local storage, and "Clear my results" deletes them. Nothing is sent anywhere.

Reacting to a beep instead of a light

In the sound mode the screen stays the same, and the signal is an auditory stimulus: a 1,000 Hz beep lasting 150 ms. Laboratory studies usually find reactions to a sound a little faster than to a light. Jain and colleagues saw the same in 120 medical students, who answered a beep faster than a light.

A browser plays sound through its own audio path, which adds a delay of its own. The game times the beep from the moment the browser reports it reaching the speakers, using the output timestamp of the Web Audio API. The W3C standard describes output latency as an estimate that depends on the platform and the audio device connected.

Bluetooth headphones and other wireless ones can add a delay the browser may not fully report, so a result on them can read slower than the reaction itself. That is why the sound bands match the colour bands rather than sitting lower. The "Play a test beep" button checks the volume first, since a phone on silent may stay quiet.

How much delay a screen, mouse or phone adds

Every device adds time in two places. The screen shows the signal a little after it is drawn, and the mouse, keyboard or touchscreen reports the press a little after it happens. Reimers and Stewart measured 19 Windows systems and found web response times overestimated by 30 ms to 100 ms, depending on the system.

Within one system the spread was generally under 10 ms, which is why tries on the same device compare well. Pronk and colleagues pressed with a robot, one device for each system. The overestimate was about 58 ms on iOS Safari, 69 ms on Windows Chrome, 70 ms on Android Chrome and 133 ms on macOS Safari.

In the laboratory work of Woods and colleagues, the LCD monitor added 11.0 ms and the gaming mouse 6.8 ms. That input lag and display lag accounts for most of the gap between their mean of 231 ms and the 213 ms left once the hardware delay was taken out.

The refresh rate sets how often the screen draws a new picture: at 60 Hz, one frame every 16.7 ms. The game starts the clock at the start of the frame that draws the signal and stops it at the press's own timestamp. A mouse's polling rate, how often it reports to the computer, adds its own small share.

A touchscreen, a trackpad, a wired mouse and a wireless one each report presses in their own way, so changing device moves the figure. A faster result on a new device can be the hardware rather than the person.

How far does a car travel while you react?

At 30 mph a car travels 3.8 m (12 ft) during the example average of 281 ms, and 8.8 m (29 ft) at 70 mph. Your result shows the same two figures for your own average, at the built-up and motorway limits.

The Highway Code's typical stopping distances start with a thinking distance at each speed in mph. The Code states no reaction time itself, but those distances work out at about 0.67 s, which is 9.0 m at 30 mph. AQA's GCSE Physics specification defines thinking distance as the distance the vehicle travels during the driver's reaction time.

At 30 mph, a reaction of 200 ms covers 2.7 m, while the 670 ms worked out from the Code covers 9.0 m.

Distance a car covers during a reaction, in metres and feet
Reaction20 mph30 mph40 mph50 mph60 mph70 mph
200 ms1.8 m (6 ft)2.7 m (9 ft)3.6 m (12 ft)4.5 m (15 ft)5.4 m (18 ft)6.3 m (21 ft)
250 ms2.2 m (7 ft)3.4 m (11 ft)4.5 m (15 ft)5.6 m (18 ft)6.7 m (22 ft)7.8 m (26 ft)
300 ms2.7 m (9 ft)4.0 m (13 ft)5.4 m (18 ft)6.7 m (22 ft)8.0 m (26 ft)9.4 m (31 ft)
400 ms3.6 m (12 ft)5.4 m (18 ft)7.2 m (23 ft)8.9 m (29 ft)10.7 m (35 ft)12.5 m (41 ft)
500 ms4.5 m (15 ft)6.7 m (22 ft)8.9 m (29 ft)11.2 m (37 ft)13.4 m (44 ft)15.6 m (51 ft)
670 ms (worked out from the Highway Code)6.0 m (20 ft)9.0 m (29 ft)12.0 m (39 ft)15.0 m (49 ft)18.0 m (59 ft)21.0 m (69 ft)

A press on a screen is not a reaction in traffic. A driver has to notice the hazard, decide to brake and move a foot to the pedal before the brakes begin to work. The Code adds that thinking distance depends on attention, and its diagram gives each stopping distance in car lengths too.

Braking distance comes on top, and the stopping distance calculator adds it for a chosen speed and road condition. Rule 126 asks drivers on fast roads for at least a two-second gap to the vehicle in front, often called the two-second rule. On wet roads the gap is at least doubled.

The DVSA's hazard perception test, part of the theory test, measures something else. It shows 14 video clips and gives up to 5 points for each developing hazard, scored by how soon you spot it starting. The pass mark for cars is 44 out of 75.

That test rewards anticipation, not a reaction in milliseconds, and clicking continuously or in a pattern scores nothing. No UK driving licence uses a timed reaction test, and this game neither copies nor prepares for any part of the theory test.

Start lights, starting blocks and false starts

Two of the game's rules come from racing, where a start ahead of the signal is penalised. The start lights mode follows the five red lights of a motor race start. The false start line comes from sprinting, where athletes leave starting blocks linked to a start information system.

The FIA's 2026 Formula 1 Sporting Regulations, in the issue of 1 October 2026, switch the five red lights on one by one at intervals of 1 s. The time between the fifth light and all lights going out is at the sole discretion of the permanent starter, so the rules set no range. The game's hold of 0.2 s to 3 s is its own.

Under the same rules a car must be stationary after the third red light until the lights go out, and a transponder detects when it first moves. Moving too early is the offence race reports often call a jump start.

World Athletics draws the sprint line in its Technical Rules of 1 July 2026. Its start information system flags a possible false start when the reaction time is less than 0.100 s. An athlete responsible for one is disqualified, except in combined events. The game borrows the same line, so a press under 100 ms after the signal is too soon to count.

That line is a rule for certified start systems, not a human limit. Lipps and colleagues analysed 425 sprinters at the Beijing Olympics: the mean of each athlete's fastest reaction was 166 ms for men and 189 ms for women. Their analysis estimated that the quickest sprinters can react in as little as 109 ms (men) and 121 ms (women).

What makes reactions faster or slower

Fatigue, alcohol, drugs and distraction can all lengthen a reaction. AQA's GCSE Physics specification names tiredness, drugs and alcohol as factors in a driver's reaction time, and adds that distractions may affect the ability to react. It gives typical values from 0.2 s to 0.9 s.

The Highway Code makes the same points for drivers. Rule 95 says alcohol will reduce co-ordination and slow down reactions. Rule 91 warns that driving while tired greatly increases the risk of a collision. Rule 148 adds that safe driving needs concentration.

Readiness counts as well. Woods and colleagues measured reactions roughly 15% slower after the shortest waits before the signal, when people had less time to prepare. The waits here are random, so some tries catch you less ready than others.

Repeating runs makes the task familiar, and a change smaller than your usual spread may be chance rather than practice. GCSE science includes a practical on how one factor changes human reaction time. An average of ten reactions per condition varies less from run to run than one of five.

Frequently asked questions

Are online reaction time tests accurate?

They are precise enough to compare your own tries on one device, and less so across devices. Reimers and Stewart found web response times overestimated by 30 ms to 100 ms depending on the computer, but steady within one system. Every result here includes that delay, as the published web median of 304 ms does.

Is there a world record reaction time?

A browser test cannot settle one: every device adds its own delay, so scores from different screens cannot be compared fairly, and nobody certifies them. Sprinting has the closest official line: World Athletics treats a reaction under 0.100 s from the blocks as a possible false start.

Can you beat the test by guessing when the signal comes?

Not reliably. The wait is drawn at random from 1.5 s to 4.5 s for every try, and again after an early press. A press before the signal, or less than 100 ms after it, is counted and the try is run again. With stop signals in play, guessing also means pressing on them.

Does reaction time get slower with age?

A little, and choice reactions slow more than simple ones. Woods and colleagues found simple reactions about 5.5 ms slower per decade between 18 and 65, unaffected by sex or education. In the UK Health and Lifestyle Survey of 7,130 adults, Der and Deary saw little slowing of simple reactions until about 50, while choice reactions slowed throughout adulthood.

What counts as a false start?

Any press before the signal, and any press less than 100 ms after it, since a response that quick is anticipation rather than a reaction to the signal. It is counted in the result, and the try runs again with a new random wait.

Why is my reaction time slower on my phone?

Partly because every device adds its own delay between a tap and the moment the browser records it. Passell's team found people on mobile devices, particularly Android phones, significantly slower than people on laptops and desktops. Comparing tries made on the same phone keeps that delay constant.

Is a reaction speed test the same as a reflex test?

No. A reflex is an automatic movement you cannot control, such as the knee jerk a doctor checks with a tap below the kneecap, and it involves no decision. A reaction speed test like this one times a deliberate response to a signal you are watching or listening for, so it measures a reaction rather than a reflex.

Is this a driving test or a medical test?

Neither. It is a game, and its bands describe speed on the game's own scale, never a pass, a fail or anything about health. The DVSA's hazard perception test, worth up to 5 points a hazard, scores how early a developing hazard is spotted, which is a different skill.

Sources

The figures and rules on this page were checked against these publications on .

  1. Theory test: cars, hazard perception test(opens in a new tab)

    GOV.UK (Driver and Vehicle Standards Agency)

  2. Theory test: cars, pass mark and result(opens in a new tab)

    GOV.UK (Driver and Vehicle Standards Agency)

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