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“Fake production costs for the head fake in Basketball - influencing factors in individual settings and in social interaction scenarios"

Subject Area General, Cognitive and Mathematical Psychology
Term from 2015 to 2024
Project identifier Deutsche Forschungsgemeinschaft (DFG) - Project number 286523897
 
Final Report Year 2024

Final Report Abstract

Deceptive actions in sport have not yet been systematically researched. As part of both project funding phases, we devoted ourselves to gaze deception in basketball. The first overarching goal was to investigate those factors that are relevant in the context of athletic performance (e.g. instructions, practice, frequency of gaze, expertise) and modulate the effect of head fakes. In head fakes, a basketball player passes the ball in one direction while orienting the head in the opposite direction. As the direction of the head interferes with the direction of the pass, reactions to passes with head fakes are slower and more error-prone than reactions to passes without head fakes. This pattern of results is referred to as the head-fake effect. The studies on the head-fake effect conducted as part of the project point to its robustness. Although the effect generally decreases or increases depending on the experimental manipulation, it never disappears completely. One recommendation for sports practice derived from the studies is to learn strategies to control attention. The person performing a head fake also experiences a conflict as s/he must generate two spatially incompatible movements: a passing movement in one direction and a head turn in the opposite direction. This is referred to as response-response incompatibility and is associated with costs (e.g. increased error rate and reaction times) during action planning. In the context of deceptive actions in sport, we refer to these costs as fake-production costs. The second overarching goal of the project was to establish a suitable paradigm for the investigation of fake production costs in basketball in individual and interaction scenarios. Further research was also conducted into those factors that are of practical relevance (e.g. practice with the task, effort instructions, expertise). The studies reveal that fake-production costs are modulated by practice and can even be overcome when movements are mentally prepared before performing them.

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