No new terms today!
- Gain verbal data from players where they classify decision making as no thought/implicit, fast thought/knowledge in the game or slow thought/knowledge of the game
- Before going through video, ask the players to verbalise their involvements, actions and decision making within the game based off their own memory
- Player’s were shown individual clips in the order they occurred during the game just once and then paused at the end of each clip where they have 5secs to give a no, fast, slow thought grading of what they did
- Show them the same clips again but in a different order and have them grade them again but without the 5sec grading time limit but now have to verbalise how they came to their decision with the interviewer using prompts such as "Why no thought? What were you thinking? What information are you responding to? Talk me through what happened."
- Both groups of players (amateur and elite) referenced their actions for the game most often followed by perception of information and a common frame of reference
- Knowledge of the game and knowledge in the game were referenced least often
- Unsimulated verbalisations, when players simply recall the game from their own memory, demonstrates players being able to recall and verbalise their decisions and thought process leading to a decision, and players often recall decisions that are classed as fast or slow thought actions but rarely no thought
- During no thought decision verbalisations, players recalled perceiving discrete information due to a lack of time to see, hear or feel anything else
- During fast thought decision verbalisations, players referred to the perception of discrete sources of information such as opposition movements and body positions and also global information such as opposition formation/s
- Slow thought decision verbalisations indicated that an increase in the time offered by particular game situations that resulted in a tendency to focus on global information such as opposition formations on defense and offense
- Actions for the game are no thought actions where players are simply reacting unconsciously to game information through their actions
- During fast thought decisions, players already have knowledge of their intentions to achieve a specific outcome
- During slow thought decisions, players often recounted clear thought processes during decision making irrespective of it being successful or not
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