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Decision-making in esports: Identifying and understanding heuristics in League of Legends teamfights

delete2026-04-25
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PRE
AI
J
Jorge Rodríguez-Robaina
L
Loel Collins *
DOI:10.1016/j.chb.2026.109035delete
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Abstract

Abstract

En 中文
• Applied Cognitive Task Analysis (ACTA) was used to elicit expert decision-making in LoL teamfights. • Twenty-one heuristic units were identified across five core teamfight cognitive demands. • Several heuristics were reported across all team members, indicating shared task understanding. • Two data-driven categories emerged as potentially new heuristic units. • Findings offer a structured basis for analysing and training decision-making in esports.
Keywords:
esports
decision-making
heuristic units
League of Legends
teamfights

Journal

Computers in Human Behavior cover
Computers in Human Behavior
IF:
8.9
Papers:
9.0K
Citations:
5.8W

Organization

U
University of Edinburgh
Scholars:
5.1W
Papers: 4.5W
Citations: 70
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