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1.
This paper reports several studies of chess expertise in children who play competitive chess. The first study examines (1) the relationship between experience and skill among 113 school-age children (grades 1 through 12); and (2) the relationship between chess skill and scores on various spatial and logical abilities tests among the top 15 players. Improvement in skill is related to experience, and chess players score higher than average on the Raven's Progressive Matrices. Also, scores on a chess-specific test, the Knight's Tour, correlate with scores on the Raven's. The second study reports three experiments with 59 Ss involving chess-specific tasks in memory, perception, and similarity judgements. The first two experiments replicated and extended Chase and Simon (1973). The third experiment, which asked Ss to judge similarities of chess positions, demonstrated that similarity judgements become more global and abstract with increased skill. The final section describes qualitatively how children's chess expertise compares to that of adults. Drawing upon Anderson (1985), we focus on some distinctive features of children's chess play and on some successful techniques in coaching young players.  相似文献   

2.
This study examined how computer-game preference relates to mental-rotation test (MRT) performance and to gender differences. Subjects were 861 German secondary-school children (mean age = 14.67; range 10–20 years). Latent class analysis with the data of a computer-game preference scale revealed three types of players: “non-players”, “action-and-simulation game players” and “logic-and-skill-training game players”. Large gender differences were found with respect to class assignment. More females than males were found in the “logic-and-skill-training game player” class (82.9%) and in the class of “non-players” (81.9%). Males in contrast were overrepresented (81.7%) in the class of “action-and-simulation game players”. As expected, males on average outperformed females in mental-rotation test performance (d = 0.63). Furthermore, ANOVA results indicated mean differences in mental-rotation ability between action-and-simulation players and non-players (partial η2 = .01) as well as age differences (partial η2 = .04). With boys, non-players on average had lower MRT scores than action-and-simulation game players. For females, computer-game preference was unrelated to MRT performance. Results are discussed within a nature–nurture-interactionist framework of gender differences in spatial abilities.  相似文献   

3.
Starting from controversies over the role of general individual characteristics (especially intelligence) for the attainment of expert performance levels, a comprehensive psychometric investigation of individual differences in chess expertise is presented. A sample of 90 adult tournament chess players of varying playing strengths (1311-2387 ELO) was screened with tests on intelligence and personality variables; in addition, experience in chess play, tournament participation, and practice activities were assessed. Correlation and regression analyses revealed a clear-cut moderate relationship between general (and in particular numerical) intelligence and the participants' playing strengths, suggesting that expert chess play does not stand in isolation from superior mental abilities. The strongest predictor of the attained expertise level, however, was the participants' chess experience which highlights the relevance of long-term engagement for the development of expertise. Among all analysed personality dimensions, only domain-specific performance motivation and emotion expression control incrementally contributed to the prediction of playing strength. In total, measures of chess experience, current tournament activity, intelligence, and personality accounted for about 55% of variance in chess expertise. The present results suggest that individual differences in chess expertise are multifaceted and cannot be reduced to differences in domain experience.  相似文献   

4.
In a previous study (Unterrainer, Kaller, Halsband, & Rahm, 2006), chess players outperformed non-chess players in the Tower of London planning task but exhibited disproportionately longer processing times. This pattern of results raises the question of whether chess players' planning capabilities are superior or whether the results reflect differences in the speed-accuracy trade-off between the groups, possibly attributable to sports motivation. The present study was designed to disambiguate these alternative suggestions by implementing various constraints on planning time and by assessing self-reported motivation. In contrast to the previous study, chess players' performance was not superior, independently of whether problems had to be solved with (Experiment 1) or without (Experiment 2) time limits. As expected, chess players reported higher overall trait and state motivation scores across both experiments. These findings revise the notion of superior planning performance in chess players. In consequence, they do not conform with the assumption of a general transfer of chess-related planning expertise to other cognitive domains, instead suggesting that superior performance may be possible only under specific circumstances such as receiving competitive instructions.  相似文献   

5.
This paper examines the consistency of risk preferences across three decision domains important in most people’s lives: work, health and personal finance. We consider the degree to which the five factor model of personality and a range of factors that influence risk-related decision-making (perceived risk, framing, emotions and cost–benefit analysis) impact upon cross-domain consistency. Data were gathered from a sample of participants for whom approaches to risk were likely to vary (academics, chess players, firefighters, mountaineers and City traders). The results showed that participants could be categorised into two groups: those who were consistent in their risk preferences in three decision domains, and those who were inconsistent or domain-specific. The consistent group was significantly lower on neuroticism and higher on agreeableness and conscientiousness with a less variable approach to weighing up the costs and benefits of taking risks than the inconsistent group. The majority of the consistent group was risk averse.When the domain-specific risk preferences of the inconsistent group were examined, data showed that different combinations of personality and decision-making factors predicted risk preferences within each domain.  相似文献   

6.
ObjectivesSlow and fast thinking are crucial for human decision making in several domains of human activity including sports. These cognitive processes are remarkable in the intellectually demanding sport of chess. Slow and fast thinking underlie chess performance. However, the relative influence of each process has elicited controversial findings. Moreover, individual differences in chess skill are likely to moderate the integration of both processes.DesignThe simultaneous change over six time points in slow and fast chess performance was analyzed with a cross-domain latent curve model (LCM).MethodArchival data from an extensive group of chess players (n = 32,173) were included in these analyses at untitled, intermediate, and advanced levels of expertise. Intercept and slope latent factors of growth were specified and correlated for both processes.ResultsThere were remarkable differences in the change in slow and fast performance regarding the three expert levels, and in the concurrent interrelationship of both processes. The interdependence between both processes was more robust for the advanced than for the untitled and intermediate players.ConclusionsThese findings suggest that a better integration of slow and fast performance is produced at higher levels of expertise.  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.
The course-of-action theory (J. Theureau, Le Cours d'action: Analyse Sémiologique, 1992) provided the framework for this study, which described how expert table tennis players' mobilized knowledge in relation with their mode of involvement (exploratory and executory). Matches were videotaped during international meets and the verbalizations of the players as they viewed the tapes were collected a posteriori. The data were processed by transcribing the players' actions and verbalizations, decomposing their activity into elementary units of meaning, labeling the constituents of these units, identifying typical exploratory and executory sequences. The results showed that the knowledge mobilized by the players during the matches differed with their mode of involvement. Knowledge was continuously put into relationship with significant elements in the unfolding situation in order to create interpretive chains, and this contributed to building a meaningful world for the players. The players' cognitive activity was thus revealed to be a permanent construction of meaning aimed at reducing uncertainty in situations of competitive interaction.  相似文献   

9.
Summary A group of highly skilled chess players and two control groups of subjects (nonskilled players and nonplayers) participated in a moving-spot task (cf. Attneave & Curlee, 1983). They had to move either a spot or one of several chess pieces within an imaginary grid according to instructions given by the experimenter (the imaginary motion of the imaginary object consisted of a quasirandom sequence of steps in the direction — up, right, left, or down). The general findings were as follows: (1) chess players' error rates were lower than those in the nonplayer group; (2) in a moving-spot condition there were no significant differences in the efficiency of skilled vs. nonskilled player groups; (3) in a moving chess-piece condition, ranges of spatial errors differed for chess-player and nonplayer groups, depending on the symbolic meaning of the chess pieces in the former group; (4) in a moving chess-piece condition we also found tendencies for Stroop-like interference in the group of skilled players (e. g., bishop moving illegally up, right, etc.); (5) all groups benefitted from the use of a checkerboard instead of an 8 × 8 grid as the imaginary spatial framework within which to move a piece; (6) thepost hoc analysis showed that the two small selected subgroups of subjects comprising those who used either pure visual strategy or pure chess-annotation strategy were susceptible to some Stroop-like interference and that the set of pieces with the highest incongruity of moves (bishop, knight) yielded higher error rates than the set of pieces that had congruity of moves (king, rook). Taken together, these results seem to indicate that visuospatial tasks like Attneave and Curlee's (1983) moving-spot task are performed neither on the basis of a static picture-in-the-head type of visual image, for which it is just the same whether one or another type of piece is imaginarily moved, nor on the basis of purely symbolic or propositional operations that bear no relation to the visual-configurational and spatial-localizational representations. Imagery seems to constitute a dynamicprocess of interplay between visuospatial and verbal-propositional codes.  相似文献   

10.
The purpose of this study was to examine the quantity and type of sporting activities undertaken by young Portuguese basketball players in early stages of athletic development. 750 basketball players aged between 12 and 16 years served as participants, grouped by sex and competitive level. The Skilled group comprised players representing the 9 highly ranked regional teams (n=378) while the Less-skilled group comprised the players representing the remaining 9 regional teams (n=372). All the participants filled out a previously validated questionnaire based on retrospective information linked to the training activities experienced throughout their involvement in sport. Results suggest that the majority of the players started practicing sports preferentially between 6 and 10 years. However, a significant number of players reported a later start, between 11 and 14 years of age. The pattern of sport involvement confirmed important divergences in the path reported by the players by the team's competitive level. The major findings of this study confirmed that players representing the highly ranked teams demonstrated a tendency to extend their training activities during longer periods during the week and throughout each season.  相似文献   

11.
陈玲丽  刘文  吴家舵  任杰 《心理科学》2007,30(1):192-195
考察不同运动经历人群的内隐序列学习能力。被试为上海体育学院小球运动员和非运动员;实验结合PDP,采用序列学习任务,并测试操作智商与记忆广度。结果发现,运动员在15个组段上的平均反应时、内隐学习量、自动提取贡献率上显著大于非运动员;不同水平运动员在内隐学习量上差异显著。研究结论:运动员的内隐序列学习能力显著好于非运动员,与运动水平有关,与智商无显著相关;这种内隐序列学习能力可能是某种运动能力的表现形式。  相似文献   

12.
The effects of speed on skilled chess performance   总被引:3,自引:0,他引:3  
Two types of mechanisms may underlie chess skill: fast mechanisms, such as recognition, and slow mechanisms, such as search through the space of possible moves and responses. Speed distinguishes these mechanisms, so I examined archival data on blitz chess (5 min for the whole game), in which the opportunities for search are greatly reduced. If variation in fast processes accounts for substantial variation in chess skill, performance in blitz chess should correlate highly with a player's overall skill. In addition, restricting search processes should tend to equalize skill difference between players, but this effect should decrease as overall skill level increases. Analyses of three samples of blitz chess tournaments supported both hypotheses. Search is undoubtedly important, but up to 81% of variance in chess skill (measured by rating) was accounted for by how players performed with less than 5% of the normal time available.  相似文献   

13.
Although the game of chess has often featured in psychological research, we know very little about people who play chess, especially about children who take up chess as a hobby. This study presents the personality profiles as measured with the Big Five model (BFQ-C; Barbaranelli, Caprara, Rabasca, & Pastorelli, 2003) of 219 young children who play chess and 50 of their peers who do not. Children who score higher on Intellect/openness and Energy/extraversion are more likely to play chess while children who score higher on Agreeableness are less likely to be attracted to chess. Boys with higher scores on Agreeableness are less likely to take up chess than boys with lower scores. Considering that girls score higher on Agreeableness, this factor may provide one of the possible reasons why more boys are interested in chess. Although none of the Big Five factors were associated with self-reported skill level, a sub-sample of 25 elite players had significantly higher scores on Intellect/openness than their weaker chess playing peers.  相似文献   

14.
为探讨中国象棋领域内的专长效应及象棋专长的知觉编码优势,研究采用中国象棋棋局为实验材料,对比了经验棋手和新手在观看象棋棋局时视觉搜索、变化觉察和对棋盘的记忆。实验1呈现真实棋局和随机棋局,要求被试观看5秒后复盘,结果发现经验棋手的复盘正确率高于新手;经验棋手注视棋盘的眼跳幅度和瞳孔直径更大;经验棋手更多注视棋子间而不是棋子本身。实验2采用移动窗口范式控制了观看棋盘时视野大小,结果发现经验棋手在副中央凹呈现时复盘正确率更高,而新手不受视野大小的影响。实验3采用闪烁范式要求棋手觉察变化的棋子,结果发现经验棋手的觉察速度和正确率都优于新手;而且经验棋手在报告变化前就利用中央凹和副中央凹注视到了变化的棋子。结论认为:中国象棋与国际象棋类似,也存在专长的知觉编码优势效应;经验棋手不仅对棋盘记忆更好,而且可以利用存贮的组块和长期练习经验选择性加工棋盘结构信息,利用副中央凹提取信息,具有更大的知觉广度。研究为象棋专家可以利用副中央凹加工棋盘及具有更强的知觉编码能力提供了直接的证据。  相似文献   

15.
This study explored the relationships among personality, leisure involvement, leisure satisfaction and happiness in a representative sample of Chinese university students (n = 423). We found that (1) extraversion significantly correlated with almost all kinds of leisure involvement, but neuroticism did not correlate with leisure activities at all; (2) extraversion significantly positively correlated with leisure satisfaction while neuroticism significantly negatively correlated with leisure satisfaction; and (3) while extraversion and neuroticism were significant predictors of happiness, leisure satisfaction had its incremental effects after those of personality traits and other domain satisfaction were controlled. Implications of these findings for developing a Chinese psychology of leisure were discussed.  相似文献   

16.
The DFC Intelligence predicts worldwide online game revenues will reach $9.8 billion by 2009, making online gaming a mainstream recreational activity. Understanding online game player personality traits is therefore important. This study researches the relationship between personality traits and life satisfaction in online game players. Taipei, Taiwan, is the study location, with questionnaire surveys conducted in cyber cafe shops. Multiple regression analysis studies the causal relationship between personality traits and life satisfaction in online game players. The result shows that neuroticism has significant negative influence on life satisfaction. Both openness and conscientiousness have significant positive influence on life satisfaction. Finally, implications for leisure practice and further research are discussed.  相似文献   

17.
Summary The effects of noncontingency between subjects' responses and outcomes were examined with respect to treatment-and-posttest similarity and skill in the task. The experimental design consisted of three groups. The first group had to solve chess problems with objective solutions and received veridical feedback; each member of the second group faced problems with no objective solutions, and received the same feedback as the member of the first group he was yoked with, but without any control on it; the control group received a waiting task. It was found at the end of the experiment that the group with unsolvable problems was more depressed than the two other groups. The mid-strength players were the most sensitive to the manipulation, and the weakest players showed little effect of learned helplessness. It was also found that the effects were proportional to the degree of similarity between the treatment and the posttest. The results limit the domain of applicability of the learned-helplessness model.  相似文献   

18.
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   

19.
This study focused on the salivary cortisol level and its relation to the two components of flow (flow absorption and flow fluency) in tournament chess players exposed to one of the skill-demand-level manipulations (underload, fit, and overload). The aims of this study were to investigate how skill-demand-level manipulations affect cortisol release and how flow and cortisol release are related in the context of an engaging task. Specifically, the task involved fifty-seven tournament chess players playing chess against a software in one of the experimental groups. We assessed flow after chess playing for 25 min via questionnaire and collected saliva before chess playing (T1), right after chess playing (T2), and 10 min after T2 (T3). Our findings show that cortisol levels were affected by the skill-demand-level manipulations. At T3, participants in the overload group showed higher cortisol levels than participants in the fit and underload groups. There were no differences in cortisol release between the experimental groups at T2. In addition, we found the expected inverted U-shaped relation between cortisol release and flow absorption at T2. A moderate level of cortisol was associated with a higher level of flow absorption. In contrast, a higher level of cortisol was associated with a lower level of flow absorption. Against our expectations, flow fluency was not related to cortisol release. We discuss practical and theoretical implications of our results as well as potential for future research.  相似文献   

20.
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