When playing an RPG game, it often becomes clear that reaction time can significantly raise a player's ability to accomplish, even if they are a lower level player.
Similarly, a game that is played in a virtual reality where the player's mind is fully engaged into the game eg sword art online can be massively affected by the individual player's mental reaction time. If you are unfamiliar with SAO, I'd read the first paragraph under "plot" from the Wikipedia.
Simulated worlds could also face the same problem. For example, imagine trying to play ping-pong with someone in a virtual world. If you've ever played a sport, you know there is often that one moment where you can see the movement of the ball, but you just can't reach it in time. In a virtual world, the speed of your arm is limited only by physics and your thinking speed, letting you catch the ball or hit the ping-pong ball faster and much more precisely than you should actually be able to.
Question: How would a game developer approach this challenge? You want to make it as fair as possible, and as realistic as possible, so that, if we are to have an RPG, low level players shouldn't be able to fight on par with high level players, regardless of how fast they think. One should respect grinding. Other tasks like simulating virtual worlds might have problems about the unrealistic affects of the user thinking faster than normal.
Or should the fast thinkers just take over the virtual world?