Evaluating decisions made in common basketball game scenarios

N. Stella, J. B. Peacock, T. Chuan
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引用次数: 4

Abstract

The ability to make good decisions is important to people in all areas of lives. This is also evident in sports games where players have a very limited time to obtain, interpret and analyze information on ever-changing situations before they decide on their actions. Using common basketball game scenarios, this research compares and evaluates decisions made by novice and experienced basketball players of different ages. Adapted from the decision-making test developed by McMorris and Graydon in 1996, this computer-based test comprises 25 common basketball game scenarios, of which 20 are unique, and 5 are repeated for consistency checks. For each scenario, participants decide if the player with the ball should hold on to the ball, pass it to another team mate, dribble the ball or attempt a shot. The participant's choice of action and the time taken to make the decision are the dependent variables analyzed. All 20 unique scenarios were reviewed by expert coaches with at least 10 years of coaching experience. We identified 10 of these scenarios as straight-forward (easy) as all the coaches agree on the same choice of action. The remaining 10 scenarios are deemed as ambiguous (difficult) as the coaches have differing views on the best choice of action for the scenario. In this paper, we investigate how the decisions made by players differ from that of coaches and the time taken to decide.
评估在普通篮球比赛场景中做出的决定
在生活的各个方面,做出正确决定的能力都很重要。这在体育游戏中也很明显,因为玩家在决定行动之前只有非常有限的时间来获取、解释和分析不断变化的情况的信息。本研究采用常见的篮球比赛场景,对不同年龄的篮球新手和经验丰富的运动员的决策进行比较和评估。这个基于计算机的测试改编自McMorris和Graydon在1996年开发的决策测试,包括25个常见的篮球比赛场景,其中20个是唯一的,5个重复进行一致性检查。对于每个场景,参与者决定持球的球员是否应该抓住球,将球传给另一个队友,运球或尝试投篮。参与者的行动选择和做出决定所花费的时间是分析的因变量。所有20个独特的场景都由至少有10年教练经验的专家教练审查。我们确定了10个这样的场景,因为所有教练都同意相同的行动选择。其余10个场景被认为是模糊的(困难的),因为教练对场景的最佳行动选择有不同的看法。在本文中,我们研究了球员所做的决定与教练所做的决定有何不同,以及做出决定所花费的时间。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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