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1.
Only 1% of the world's chess grandmasters are women. This underrepresentation is unlikely to be caused by discrimination, because chess ratings objectively reflect competitive results. Using data on the ratings of more than 250,000 tournament players over 13 years, we investigated several potential explanations for the male domination of elite chess. We found that (a) the ratings of men are higher on average than those of women, but no more variable; (b) matched boys and girls improve and drop out at equal rates, but boys begin chess competition in greater numbers and at higher performance levels than girls; and (c) in locales where at least 50% of the new young players are girls, their initial ratings are not lower than those of boys. We conclude that the greater number of men at the highest levels in chess can be explained by the greater number of boys who enter chess at the lowest levels.  相似文献   

2.
In this issue Howard reported that the effect of chess study is surprisingly small among elite chess players, who continue playing more games in international chess tournaments. In contrast, we show that individual differences in chess study are the likely causes of both higher chess ratings and more chess games played in international tournaments, which is often very costly and includes airfare, hotel, and tournament registration fees. The low correlation between his estimates of study time and chess rating is shown to be a consequence of his methodology of relying on a couple of questions in an internet survey rather than the standard methodology in expert performance research involving a 30‐minute interview tracing yearly engagement in many different practice activities. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

3.
Chess is an oft-used study domain in psychology and artificial intelligence because it is well defined, its performance rating systems allow easy identification of experts and their development, and chess playing is a complex intellectual task. However, usable computerized chess data have been very limited. The present article has two aims. The first is to highlight the methodological value of chess data and how researchers can use them to address questions in quite different areas. The second is to present a computerized database of all international chess players and official performance ratings beginning from the inaugural 1970 international rating list. The database has millions of records and gives complete longitudinal official performance data for over 60,000 players from 1970 to the present. Like a time series of population censuses, these data can be used for many different research and teaching purposes. Three quite different studies, conducted by the author using the database, are described.  相似文献   

4.
Women are surprisingly underrepresented in the chess world, representing less that 5% of registered tournament players worldwide and only 1% of the world's grand masters. In this paper it is argued that gender stereotypes are mainly responsible for the underperformance of women in chess. Forty‐two male–female pairs, matched for ability, played two chess games via Internet. When players were unaware of the sex of opponent (control condition), females played approximately as well as males. When the gender stereotype was activated (experimental condition), women showed a drastic performance drop, but only when they were aware that they were playing against a male opponent. When they (falsely) believed to be playing against a woman, they performed as well as their male opponents. In addition, our findings suggest that women show lower chess‐specific self‐esteem and a weaker promotion focus, which are predictive of poorer chess performance. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   

5.
During the opening moves of a chess game, a player (typically White) may offer a number of gambits, which involve sacrificing a chess piece for an opponent for capture to achieve long-term positional advantages. One of the most popular gambits is called the Queen's Gambit and involves White offering a pawn to Black, which will open a lane for White's Queen if accepted by Black. In the present study, the generalized matching law (GML) was applied to chess openings involving the Queen's Gambit using over 71,000 archived chess games. Overall, chess players' opening moves involving the Queen's Gambit exhibited orderly matching as predicted by the GML, and the GML accounted for more variance in players' chess decision making as their relative playing experience increased. This study provides support for the generality of the GML and its application to complex operant behavior outside of laboratory contexts.  相似文献   

6.
Evidence that chess expertise rests on practice alone mostly comes from studies using a correlational retrospective recall paradigm, which confounds amount of study with number of games played and possible innate talent. Researchers also often use latest performance rating and include participants who play and study little. Study 1 partially replicated such studies with improvements such as use of peak rating and a large, skilled sample. Number of internationally‐rated games played was the strongest predictor of peak rating. Total study hours was a significant but weaker predictor. Study 2 controlled for sampling confounds by including only very well‐practiced players who had played at least 350 internationally‐rated games. Total study hours did not predict rating at 350 games. Study 3 found that the subjective phenomenon of reaching a performance ceiling and undertaking specific practice to get beyond it does occur but does not distinguish between stronger and weaker players. Study 4 found that many players play relatively few internationally‐rated games mostly because of other commitments, such as work and education. Extensive study may go along with great interest in and persistence at chess but apparently lacks a major causative role in chess performance level.  相似文献   

7.
Playing chess requires problem‐solving capacities in order to search through the chess problem space in an effective manner. Chess should thus require planning abilities for calculating many moves ahead. Therefore, we asked whether chess players are better problem solvers than non‐chess players in a complex planning task. We compared planning performance between chess (N=25) and non‐chess players (N=25) using a standard psychometric planning task, the Tower of London (ToL) test. We also assessed fluid intelligence (Raven Test), as well as verbal and visuospatial working memory. As expected, chess players showed better planning performance than non‐chess players, an effect most strongly expressed in difficult problems. On the other hand, they showed longer planning and movement execution times, especially for incorrectly solved trials. No differences in fluid intelligence and verbal/visuospatial working memory were found between both groups. These findings indicate that better performance in chess players is associated with disproportionally longer solution times, although it remains to be investigated whether motivational or strategic differences account for this result.  相似文献   

8.
For many years, the game of chess has provided an invaluable task environment for research on cognition, in particular on the differences between novices and experts and the learning that removes these differences, and upon the structure of human memory and its paramaters. The template theory presented by Gobet and Simon based on the EPAM theory offers precise predictions on cognitive processes during the presentation and recall of chess positions. This article describes the behavior of CHREST, a computer implementation of the template theory, in a memory task when the presentation time is varied from one second to sixty, on the recall of game and random positions, and compares the model to human data. Strong players are better than weak players in both types of positions, especially with long presentation times, but even after brief presentations. CHREST predicts the data, both qualitatively and quantitatively. Strong players' superiority with random positions is explained by the large number of chunks they hold in LTM. Their excellent recall with short presentation times is explained by templates, a special class of chunks. CHREST is compared to other theories of chess skill, which either cannot account for the superiority of Masters in random positions or predict too strong a performance of Masters in such positions.  相似文献   

9.
Longitudinal performance of 73 film directors are examined using hierarchical linear modeling (HLM). The HLM analyses model intraindividual performance trajectories (i.e., performance change over time) and interindividual differences in the trajectory parameters (i.e., initial status and rate of change in performance). Results reveal that as a group, directors' performance over careers, measured by critics' ratings, can be described using a quadratic trajectory with an increase in ratings following the initial film, followed by an eventual decline in ratings in later films. However, at the intraindividual level, directors differ in their initial status as well as rate of linear change, and some directors follow an accelerating or decelerating performance pattern. These interindividual differences in initial status, direction of change, and rate of change are related to the mean number of films per year directed by the individual. Implications and future research challenges for modeling longitudinal creative performance with HLM are discussed.  相似文献   

10.
11.
The authors examined longitudinal change in chess skill using a multilevel model analysis of a large database of active, elite chess players (N = 5,011). Parameters estimated from quadratic growth curves indicated that the age of peak performance occurs later in life than originally proposed and that this peak is independent of initial skill level. The findings are also consistent with the hypothesis that aging is slightly kinder to the initially more able, who show milder decline past their peak. Higher tournament activity levels predicted higher ratings overall and interacted with age in the initially more able sample, suggesting that activity had smaller effects on rating for older adults. The authors discuss implications of these findings for lifetime changes in skilled performance.  相似文献   

12.
Abstract

Chess players' recall of auditorily presented chess positions were studied in three experiments. The results of the first two experiments showed that the skilled chess players are better at recalling game and random positions. This contradicts the standard finding that they perform better only in game positions. In the third experiment, the memory load was increased by increasing the number of positions to be recalled simultaneously from one to four positions. Skilled subjects are still far better at recalling game positions, but they score no more than moderately skilled subjects in recalling four random positions.

The results are in contradiction with the direct chunking hypothesis. Skilled chess players do not fail to recall random positions because there are no chunks in them, but because they are not, under some special conditions, able to encode them properly. It is necessary to postulate more complicated encoding mechanisms than a simple recognition-based activation of a chunk in long-term memory.  相似文献   

13.
This longitudinal study investigates whether developmental changes following 360 degree feedback are predicted by the favourability of ratings received, and moderated by focal individuals' self‐efficacy and perceived importance of feedback. Five developmental criteria are investigated longitudinally: (i) self‐assessments, (ii) line managers' ratings, (iii) amount of developmental activity, (iv) global self‐efficacy and (iv) self‐efficacy for development. Feedback ratings from certain rater groups predicted changes in ratings, but not changes in self‐efficacy or amount of developmental activity. Self‐efficacy significantly moderated the feedback–performance association for certain rater groups, but feedback importance did not. Contrary to expectations, the focal individual's initial self‐assessment predicted changes in self‐efficacy, over the favourability of ratings received. The implications of these findings for organizations using 360 degree feedback for developmental purposes are discussed.  相似文献   

14.
15.
The ability to play chess is generally assumed to depend on two types of processes: slow processes such as search, and fast processes such as pattern recognition. It has been argued that an increase in time pressure during a game selectively hinders the ability to engage in slow processes. Here we study the effect of time pressure on expert chess performance in order to test the hypothesis that compared to weak players, strong players depend relatively heavily on fast processes. In the first study we examine the performance of players of various strengths at an online chess server, for games played under different time controls. In a second study we examine the effect of time controls on performance in world championship matches. Both studies consistently show that skill differences between players become less predictive of the game outcome as the time controls are tightened. This result indicates that slow processes are at least as important for strong players as they are for weak players. Our findings pose a challenge for current theorizing in the field of expertise and chess.  相似文献   

16.
Blindfold chess is played without the players seeing either the pieces or the board. It is a skill‐related activity, and only very skilled players can construct the mental images required. This is why blindfold chess provides a good task with which to investigate the spatial memory and skilled mental images of expert players. In a PET investigation, we compared memory performance and problem solving in very experienced chess players with their performance in an attention task, in which the subjects classified the names of chess pieces. The memory task predominantly activated the temporal areas, whereas problem solving activated several frontal areas. The relevance of these findings to concepts such as general imagery, skilled imagery, apperception, and long‐term working memory are discussed.  相似文献   

17.
Summary Three studies of calibration are reported. Calibration refers to the accuracy with which one can predict one's own performance. In the first study child chess players, non-chess playing parents, and statistics students were asked to predict chances of winning chess games against hypothetical opponents. These subjective probabilities were compared to the actual probabilities, based on the Elo rating system. Better players' predictions were better calibrated. Confidence and ratings are negatively correlated, indicating that with lower ratings, players are overconfident. Skilled child players' predictions were better calibrated than any of the adults'. In the second study subjects were asked to estimate chances of winning in conjunctive situations, e. g., winning all the rounds in a tournament. Again, better child players were more accurate in their predictions and more accurate than adults. In the third study, child players were asked to predict their chances of winning in a non-chess domain after hearing a hypothetical win/loss history. Higher-rated players' predictions were again better calibrated, even though the domain was outside their expertise. The motivational and cognitive implications of calibration are discussed.  相似文献   

18.
Insight problems are difficult because the initially activated knowledge hinders successful solving. The crucial information needed for a solution is often so far removed that gaining access to it through restructuring leads to the subjective experience of “Aha!”. Although this assumption is shared by most insight theories, there is little empirical evidence for the connection between the necessity of restructuring an incorrect problem representation and the Aha! experience. Here, we demonstrate a rare case where previous knowledge facilitates the solving of insight problems but reduces the accompanying Aha! experience. Chess players were more successful than non‐chess players at solving the mutilated checkerboard insight problem, which requires retrieval of chess‐related information about the color of the squares. Their success came at a price, since they reported a diminished Aha! experience compared to controls. Chess players’ problem‐solving ability was confined to that particular problem, since they struggled to a similar degree to non‐chess players to solve another insight problem (the eight‐coin problem), which does not require chess‐related information for a solution. Here, chess players and non‐chess players experienced the same degree of insight.  相似文献   

19.
The respective roles of the environment and innate talent have been a recurrent question for research into expertise. The authors investigated markers of talent, environment, and critical period for the acquisition of expert performance in chess. Argentinian chess players (N = 104), ranging from weak amateurs to grandmasters, completed a questionnaire measuring variables including individual and group practice, starting age, and handedness. The study reaffirms the importance of practice for reaching high levels of performance, but it also indicates a large variability: The slower player needed 8 times as much practice to reach master level than the faster player. Additional results show a correlation between skill and starting age and indicate that players are more likely to be mixed-handed than individuals in the general population; however, there was no correlation between handedness and skill within the sample of chess players. Together, these results suggest that practice is a necessary but not sufficient condition for the acquisition of expertise, that some additional factors may differentiate chessplayers and nonchessplayers, and that starting age of practice is important.  相似文献   

20.
The game of chess has often been used for psychological investigations, particularly in cognitive science. The clear-cut rules and well-defined environment of chess provide a model for investigations of basic cognitive processes, such as perception, memory, and problem solving, while the precise rating system for the measurement of skill has enabled investigations of individual differences and expertise-related effects. In the present study, we focus on another appealing feature of chess—namely, the large archive databases associated with the game. The German national chess database presented in this study represents a fruitful ground for the investigation of multiple longitudinal research questions, since it collects the data of over 130,000 players and spans over 25 years. The German chess database collects the data of all players, including hobby players, and all tournaments played. This results in a rich and complete collection of the skill, age, and activity of the whole population of chess players in Germany. The database therefore complements the commonly used expertise approach in cognitive science by opening up new possibilities for the investigation of multiple factors that underlie expertise and skill acquisition. Since large datasets are not common in psychology, their introduction also raises the question of optimal and efficient statistical analysis. We offer the database for download and illustrate how it can be used by providing concrete examples and a step-by-step tutorial using different statistical analyses on a range of topics, including skill development over the lifetime, birth cohort effects, effects of activity and inactivity on skill, and gender differences.  相似文献   

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