2021
DOI: 10.1177/14614456211016797
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Expertise as a domain in interaction

Abstract: We start this article from Gilbert Ryle’s distinction between propositional knowledge, ‘knowing-that’, and procedural knowledge, ‘knowing-how’, and investigate how participants in interaction display orientation to the latter in various settings. As the knowledge of how things are done, know-how can be analyzed in terms of its relevance and consequentiality for parties in interaction. Similarly, as participants adjust their actions and understandings according to their sense of what they know and assume others… Show more

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Cited by 11 publications
(4 citation statements)
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“…The continually updated production of a socially shared perceptual field, distributed across teammates, is, for these players, a taken for granted and unremarkable component of their play. Likewise, through our own shared background in studying game play and teamplay in fast-paced games like CS:GO, we have accumulated a context-sensitive understanding of the game play, similar to the very distinct forms of knowledge that the players possess and employ seamlessly in a taken for granted kind of manner, both individually and collectively (Arminen & Simonen, 2021). Through that level of competence in understanding the game environment and game play, we can analyze how participants were accomplishing interperceptivity.…”
Section: Game Context Methodology and Datamentioning
confidence: 99%
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“…The continually updated production of a socially shared perceptual field, distributed across teammates, is, for these players, a taken for granted and unremarkable component of their play. Likewise, through our own shared background in studying game play and teamplay in fast-paced games like CS:GO, we have accumulated a context-sensitive understanding of the game play, similar to the very distinct forms of knowledge that the players possess and employ seamlessly in a taken for granted kind of manner, both individually and collectively (Arminen & Simonen, 2021). Through that level of competence in understanding the game environment and game play, we can analyze how participants were accomplishing interperceptivity.…”
Section: Game Context Methodology and Datamentioning
confidence: 99%
“…It is a precursor to learning which, in this framework, is fundamentally “a process of becoming attuned to certain aspects of the environment in such a way that we gain new affordances, new ways to act and interact with the world” (Linderoth & Bennerstedt, 2007, p. 602). To become attuned to the game environment, to find new ways of handling oneself in the game and make use of the information gained through the accomplished interperceptivity, players rely on a form of expertise that involves locally distributed experience and reflexivity and that is not limited to individual's specific skills and knowledge (Arminen & Simonen, 2021; Kirschner & Williams, 2013). This expertise allows the players to understand the implications of in-game events similarly as others competent in the game play and differently than a lay party.…”
Section: Perception and Cognition In Studies Of Playmentioning
confidence: 99%
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“…For Ryle (1945) eventually all knowledge has a procedural basis, but know-how and know-that are distinguishable forms of knowledge. Arminen and Simonen (this issue) have taken the Rylean distinction between know-how and know-that as a starting point to explore, whether know-how, or its conventionalized form, expertise, is oriented to, relevant and consequential for the parties in interaction, and to what degree expertise and its distribution may have a distinctive implications for parties in interaction. In some environments, propositional and procedural knowledge are clearly distinguishable with differing distributions.…”
mentioning
confidence: 99%