As mentioned in the introduction to this book-long post series, today is part 1 of about 18 looking at decision making within games, today looking at time.
NEW TERMS
Declarative Knowledge of the Game - facts or information of the game in general stored in long term memory
Perception and Action - refers reacting the actions of those around you
Cognitive Complexity - is defined by the amount of choices, attributes and time available within a decision making moment
Global Information - the scanning and perception of larger playing area's such as opposition defensive set up behind the ball
Shared Common Language - terms used by every member of your team that allows for fast and simple verbal communication and instruction
Discrete Information - the scanning and perception of immediate surroundings such as player positioning an movements
- As time increases players are more likely to engage with task specific declarative knowledge of the game which are stored as mental representations
- As time diminishes players tend to diagnose and/or update their knowledge in the game in a rapid fashion
- Occasionally, when players have no time they react on instinct through a direct connection between perception and action
- Player’s regard time as the key variable for the application of decision making processes over that of cognitive complexity such as line outs and scrums
- Open phase play offers more time to make decisions and within these moments player’s use global information via defensive pictures and shared common language which actuates the coordinated execution of tactical rules as well as the roles and responsibilities for all players involved
- With limited time, such as dealing with a threat during a breakdown, players perceive discrete information (opposition body position etc) and tend to take the 1st option presented to them
- Player’s errors in judgement tended to materialise when a misalignment occurs between the time available and their application of a cognitive mechanism
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