2016
DOI: 10.1111/tops.12230
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Applying Aspects of the Expert Performance Approach to Better Understand the Structure of Skill and Mechanisms of Skill Acquisition in Video Games

Abstract: Video games are ideal platforms for the study of skill acquisition for a variety of reasons. However, our understanding of the development of skill and the cognitive representations that support skilled performance can be limited by a focus on game scores. We present an alternative approach to the study of skill acquisition in video games based on the tools of the Expert Performance Approach. Our investigation was motivated by a detailed analysis of the behaviors responsible for the superior performance of one… Show more

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Cited by 18 publications
(22 citation statements)
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References 55 publications
(64 reference statements)
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“…The authors of this issue of topiCS propose Game‐XP as a promising path, not as a fait accompli . Only time plus a lot of hard work by many inspired researchers will tell. With the exception of the work by Boot, Sumner, Towne, Rodriguez, and Anders Ericsson (), none of the authors have published more than one or two journal or journal‐quality papers on their paradigm. (As a lower limit, let me confess that the paper published by my lab [Sibert et al., ] is our first on Tetris.…”
Section: Gazing Toward the Future Or Are We There Yet?mentioning
confidence: 99%
“…The authors of this issue of topiCS propose Game‐XP as a promising path, not as a fait accompli . Only time plus a lot of hard work by many inspired researchers will tell. With the exception of the work by Boot, Sumner, Towne, Rodriguez, and Anders Ericsson (), none of the authors have published more than one or two journal or journal‐quality papers on their paradigm. (As a lower limit, let me confess that the paper published by my lab [Sibert et al., ] is our first on Tetris.…”
Section: Gazing Toward the Future Or Are We There Yet?mentioning
confidence: 99%
“…Schrodt, Kneissler, Ehrenfeld, and Butz () use artificial‐intelligence methods to build an ambitious cognitive architecture that comes close to an UTC; however, they do not compare the behavior of their program with actual human data. Boot, Sumner, Towne, Rodriguez, and Ericsson () use the time‐honored method of concurrent and retrospective protocols, used for examples by Geyser () and De Groot () to study problem solving and expertise. Interestingly, in sharp contrast with big‐data analysis, Boot et al.…”
Section: Newell's Twenty‐question Paper and The Contributions Of Thismentioning
confidence: 99%
“…Interestingly, in sharp contrast with big‐data analysis, Boot et al. () analyzed the behavior of a single participant. Sibert, Gray, and Lindstedt () apply optimization techniques from machine learning to identify the best combination of feature weights for selecting actions in Tetris.…”
Section: Newell's Twenty‐question Paper and The Contributions Of Thismentioning
confidence: 99%
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“…Even when behavior is heavily constrained by a well‐defined environment, explicit objective functions, and many hundreds of hours of practice, there is still substantial individual variation in strategy. The work of Boot, Summer, Towne, Rodgriguez, and Anders Ericsson () shows how behavioral variations similar to these might be due to factors such as a weak understanding, on the part of some players, of the rules of the game. In other words, in this case, the development of highly efficient and routinised motor plans is limited by lack of comprehension of the structure of the problem.…”
mentioning
confidence: 99%