Interpersonal coordination is a key factor in team performance. In interactive team sports, the limited predictability of a constantly changing context makes coordination challenging. Approaches that highlight the support provided by environmental information and theories of shared mental models provide potential explanations of how interpersonal coordination can nonetheless be established. In this article, we first outline the main assumptions of these approaches and consider criticisms that have been raised with regard to each. The aim of this article is to define a theoretical perspective that integrates the coordination mechanisms of the two approaches. In doing so, we borrow from a theoretical outline of group action. According to this outline, group action based on a priori shared mental models is an example of how interpersonal coordination is established from the top down. Interpersonal coordination in reaction to the perception of affordances represents the bottom-up component of group action. Both components are inextricably involved in the coordination of interactive sports teams. We further elaborate on the theoretical outline to integrate a third, constructivist approach. Integrating this third approach helps to explain interpersonal coordination in game situations for which no shared mental models are established and game situations that remain ambiguous in terms of perceived affordances. The article describes how hierarchical, sequential, and complex dimensions of action organization are important aspects of this constructivist perspective and how mental models may be involved. A basketball example is used to illustrate how top-down, bottom-up and constructivist processes may be simultaneously involved in enabling interpersonal coordination. Finally, we present the implications for research and practice.
The importance of various information sources in decision-making in interactive team sports is debated. While some highlight the role of the perceptual information provided by the current game context, others point to the role of knowledge-based information that athletes have regarding their team environment. Recently, an integrative perspective considering the simultaneous involvement of both of these information sources in decision-making in interactive team sports has been presented. In a theoretical example concerning passing decisions, the simultaneous involvement of perceptual and knowledge-based information has been illustrated. However, no precast method of determining the contribution of these two information sources empirically has been provided. The aim of this article is to bridge this gap and present a statistical approach to estimating the effects of perceptual information and associative knowledge on passing decisions. To this end, a sample dataset of scenario-based passing decisions is analyzed. This article shows how the effects of perceivable team positionings and athletes' knowledge about their fellow team members on passing decisions can be estimated. Ways of transfering this approach to real-world situations and implications for future research using more representative designs are presented.
Passes are a performance-relevant parameter in many team sports. They must be played in the highly dynamic and unpredictable contexts of interactive team competitions. The difficulty to plan passes in advance requires real-time decisions and highlights the importance of the perceptual information provided by current game contexts. This study estimates the relevance of perceptual information to passing decisions at an ecological scale by analyzing sports data from real competitions. In support of previous findings of a scenario-based investigation, open passing lanes, spatial proximity to the ball carrier, team members’ positions in front of the ball carrier, and loose defense by opposing players all significantly increased team members’ odds for receiving passes. Together, the four kinds of perceptual information enabled the correct prediction of 41% of the passes played. The prediction rate compares to a base rate of 11% and is substantially higher than that for passing decisions made in static game scenarios. The results are interpreted with regard to the relevance of the perceptual information to passing decisions made in time-constrained competitive situations.
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