2017
DOI: 10.1111/tops.12254
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Using Video Game Telemetry Data to Research Motor Chunking, Action Latencies, and Complex Cognitive‐Motor Skill Learning

Abstract: Many theories of complex cognitive-motor skill learning are built on the notion that basic cognitive processes group actions into easy-to-perform sequences. The present work examines predictions derived from laboratory-based studies of motor chunking and motor preparation using data collected from the real-time strategy video game StarCraft 2. We examined 996,163 action sequences in the telemetry data of 3,317 players across seven levels of skill. As predicted, the latency to the first action (thought to be th… Show more

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Cited by 31 publications
(42 citation statements)
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References 42 publications
(70 reference statements)
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“…This focus on well‐practiced sequences of keystrokes is echoed and deepened in the Thompson et al. () paper.…”
Section: Introduction To the Papers Of This Topicmentioning
confidence: 93%
See 1 more Smart Citation
“…This focus on well‐practiced sequences of keystrokes is echoed and deepened in the Thompson et al. () paper.…”
Section: Introduction To the Papers Of This Topicmentioning
confidence: 93%
“…For web‐based or cellphone‐based games, it may be possible to obtain a complete record of skill acquistion by mining Big Data sources. Big Data: Many of the most popular games are web‐based or cellphone‐based with the side effect that much or all of the interactions, decisions, and keystrokes made during the game are available in datafiles on the internet. Hence, researchers can obtain Big Data (Griffiths, ) and/or naturally occurring datasets (NODS, see Goldstone & Lupyan, ), which contain hundreds of thousands or millions of records (e.g., Huang, Yan, Cheung, Nagapan, & Zimmermann, ; Sangster, Mendonca, & Gray, ; Stafford & Haasnoot, ; Thompson, McColeman, Stepanova, & Blair, ). Joint Action and Teams: It seems fair to say that, outside of studies of language, the cognitive revolution has not greatly influenced the study of people in cooperative or competitive settings. In recent years, Joint Action (e.g., Knoblich, Butterfill, & Sebanz, ; Sebanz & Knoblich, ) has emerged primarily as the study of interactions between two humans.…”
Section: Introductionmentioning
confidence: 99%
“…Playing a demanding RTS game like SC2 requires the engagement of a wide range of cognitive and motor functions (42,57,58). However, the degree to which each of these functions is engaged is not likely to be equally engaged across all stages of SC2's learning.…”
Section: Abbreviations: Sc2 -Starcraft IImentioning
confidence: 99%
“…Four of the eight papers (Huang, Yan, Cheung, Nagappan, & Zimmermann, ; Stafford & Haasnoot, ; Thompson, McColeman, Stepanova, & Blair, ; van der Maas & Nyamsuren, ) used video‐game archival data. The analysis of large databases for studying cognition, which was not anticipated by Newell, magnifies some of the problems he identified (in particular, the peril of averaging across strategies and tasks), but also provides means to address them (e.g., using sophisticated statistical and data‐mining techniques for identifying strategies).…”
Section: Newell's Twenty‐question Paper and The Contributions Of Thismentioning
confidence: 99%