Abstract
Previous research on online games has suggested that virtual world activities improve problem solving and interpersonal skills, but FPS and MMORPG are not well distinguished in various monomeric and difficult activities. The reason for this is that qualitative considerations of activities in the virtual world have not yet been made. Therefore, Tom Clancy's Rainbow Six-Siege, one of the most popular FPS in Japan, focused on the difficulty of supporting groups, and participated in observation and interviews to investigate the quality observation and interviews. The results showed that the first high-difficulty quest requires problem-solving skills and interpersonal skills in an environment where most of the nonverbal information is blocked. Second, it is important to extract players' thoughts and actions from high-difficulty quests, and to identify problems, confirm evidence and facts, propose causes and solutions, and to work together with coordinated actions and harmonious actions. Furthermore, it has been found that these capabilities are provided as two important leadership functions in actual collective work.