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E-grāmata: Moves in Mind: The Psychology of Board Games [Taylor & Francis e-book]

  • Formāts: 288 pages
  • Izdošanas datums: 22-Oct-2012
  • Izdevniecība: Psychology Press Ltd
  • ISBN-13: 9780203503638
Citas grāmatas par šo tēmu:
  • Taylor & Francis e-book
  • Cena: 155,64 €*
  • * this price gives unlimited concurrent access for unlimited time
  • Standarta cena: 222,34 €
  • Ietaupiet 30%
  • Formāts: 288 pages
  • Izdošanas datums: 22-Oct-2012
  • Izdevniecība: Psychology Press Ltd
  • ISBN-13: 9780203503638
Citas grāmatas par šo tēmu:
Board games have long fascinated as mirrors of intelligence, skill, cunning, and wisdom. While board games have been the topic of many scientific studies, and have been studied for more than a century by psychologists, there was until now no single volume summarizing psychological research into board games. This book, which is the first systematic study of psychology and board games, covers topics such as perception, memory, problem solving and decision making, development, intelligence, emotions, motivation, education, and neuroscience. It also briefly summarizes current research in artificial intelligence aiming at developing computers playing board games, and critically discusses how current theories of expertise fare with board games. Finally, it shows that the information provided by board game research, both data and theories, have a wider relevance for the understanding of human psychology in general.
Preface xi
List of abbreviations
xiii
1 Introduction
1(1)
Moves in mind
1(1)
Board games and cognitive psychology
2(3)
Role of board games in science
5(1)
Role of board games in psychology
6(3)
Structure of the book
9(2)
2 Formal analyses of board games
11(1)
Fundamental concepts
12(1)
Board games in computer science and artificial intelligence
13(12)
Information and complexity analysis
25(2)
Game theory and the concept of error
27(1)
Conclusion
28(3)
3 Theories of board-game psychology
31(1)
Brief history of board-game psychology
31(2)
Theories of chess skill
33(12)
Influences from other theories of cognition
45(2)
Theories of development and environment
47(2)
Conclusion
49(2)
4 Perception and categorization
51(1)
Low-level perception
51(8)
High-level perception and categorization
59(7)
Conclusion
66(3)
5 Memory, knowledge, and representations
69(1)
Memory for board positions
70(11)
Recall of sequences of moves and of games
81(5)
Estimation of the number of chunks in LTM
86(2)
Mode of representation
88(3)
Representations used in blindfold playing
91(4)
Knowledge and memory schemata
95(4)
Discussion
99(5)
Conclusion
104(1)
6 Problem solving and decision making
105(1)
Empirical data on search behaviour
105(12)
Empirical data on the role of perception in problem solving
117(2)
Empirical data on the role of knowledge in problem solving
119(4)
Analogy formation in novice players
123(1)
Theoretical accounts
123(3)
Discussion
126(4)
Conclusion
130(3)
7 Learning, development, and ageing
133(1)
Early stages of learning
133(5)
Development of play and game behaviour
138(2)
Developmental studies of specific board games
140(9)
Ageing
149(3)
Conclusion
152(3)
8 Education and training
155(1)
Introduction
155(1)
Board-game instruction and the transfer of skill
156(7)
Teaching the rules and basic instruction
163(2)
Training and coaching at an advanced level
165(3)
Conclusion
168(3)
9 Individual differences and the neuropsychology of talent
171(1)
Intelligence and visuo-spatial abilities
172(6)
Personality
178(1)
Emotions and motivation
178(2)
Board games and neuroscience
180(6)
Conclusion
186(1)
10 Methodology and research designs
187(1)
Definitions of expertise
187(2)
Game specificity
189(1)
Illiterate games
190(1)
Ecological validity
190(2)
Cross-cultural aspects
192(1)
Creation and use of archives and databases
192(4)
Observations and natural experiments
196(1)
Interviews and questionnaires
196(1)
Introspection and retrospection
196(1)
Protocol analysis
197(1)
Standard experimental manipulations
198(2)
Neuroscientific approaches
200(1)
Typical research designs
201(1)
Mathematical and computational modelling
202(1)
Weaknesses and strengths of methodologies used in board-game research
203(2)
11 Conclusion
205(1)
Board-game complexity
205(1)
Landscape of board games
206(1)
Impact of board-game research
206(1)
Future
207(2)
References 209(28)
Appendix 1 Rules of board games 237(10)
Appendix 2 Measures of expertise in board games 247(2)
Appendix 3 Example of protocol analysis 249(4)
Author index 253(8)
Subject index 261
Ferdnand Gobet is Professor of Psychology at Brunel University, West London. He is an International Master of the International Chess Federation and has played for several years with the Swiss national team.

Alex de Voogt is at the University of Leiden and Managing Editor of the journal Board Game Studies.

Jean Retschitzki is Professor of Psychology at the University of Fribourg. He was elected as President of the Swiss Society of Psychology in 1998