Department of Psychology, Simon Fraser University, Burnaby, Canada.
Cognitive Science Program, Simon Fraser University, Burnaby, Canada.
PLoS One. 2019 Jun 13;14(6):e0218251. doi: 10.1371/journal.pone.0218251. eCollection 2019.
In tasks that demand rapid performance, actions must be executed as efficiently as possible. Theories of expert motor performance such as the motor chunking framework suggest that efficiency is supported by automatization, where many serial actions are automatized into smaller chunks, or groups of commonly co-occuring actions. We use the fast-paced, professional eSport StarCraft 2 as a test case of the explanatory power of the motor chunking framework and assess the importance of chunks in explaining expert performance. To do so, we test three predictions motivated by a simple motor chunking framework. (1) StarCraft 2 players should exhibit an increasing number of chunks with expertise. (2) The proportion of actions falling within a chunk should increase with skill. (3) Chunks should be faster than non-chunks containing the same atomic behaviours. Although our findings support the existence of chunks, they also highlight two problems for existing accounts of rapid motor execution and expert performance. First, while better players do use more chunks, the proportion of actions within a chunks is stable across expertise and expert sequences are generally more varied (the diversity problem). Secondly, chunks, which are supposed to enjoy the most extreme automatization, appear to save little or no time overall (the time savings problem). Instead, the most parsimonious description of our latency analysis is that players become faster overall regardless of chunking.
在需要快速表现的任务中,动作必须尽可能高效地执行。专家运动表现理论,如运动组块框架,表明效率由自动化支持,其中许多串行动作被自动化为更小的组块或常见共同发生的动作组。我们以快节奏、专业的电子竞技游戏《星际争霸 2》为例,评估运动组块框架的解释力,并评估组块在解释专家表现方面的重要性。为此,我们根据一个简单的运动组块框架测试了三个预测。(1)《星际争霸 2》玩家的专业技能越高,他们的组块数量应该会增加。(2)随着技能的提高,落在一个组块内的动作比例应该会增加。(3)组块应该比包含相同原子行为的非组块更快。尽管我们的发现支持组块的存在,但它们也突出了现有关于快速运动执行和专家表现的解释存在两个问题。首先,尽管更好的玩家确实使用了更多的组块,但一个组块内的动作比例在专业技能和专家序列中是稳定的,而且专家序列通常更加多样化(多样性问题)。其次,组块应该享受最极端的自动化,但它们似乎并没有节省太多时间(节省时间问题)。相反,我们的延迟分析最简洁的描述是,无论是否分组,玩家的整体速度都会提高。