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BackgroundMental disorders affect around 14% of adolescents worldwide and often lead to lasting cognitive and emotional difficulties. Executive functions (EF) are frequently impaired and health-related quality of life (HRQoL) is reduced. Chess has been proposed as a low-cost cognitive remediation training (CRT). This pilot study examined whether a chess-based CRT could enhance EF and HRQoL in adolescents with mental disorders.MethodsA quasi-experimental study was conducted at a child and adolescent psychiatry department. Participants aged 13-17 years were assigned to either a six-week chess intervention (experimental group, EG) or treatment as usual (control group, CG). Both groups received standard multidisciplinary therapy, while the EG additionally participated in weekly 90-min chess sessions based on The King's Plan for Kids. Cognitive flexibility (DCCS), inhibitory control (Stop-Signal Task), sustained attention (d2-R), and working memory (n-back task) were assessed alongside HRQoL (KIDSCREEN-27). Data were analyzed using t-tests.ResultsThirty-three adolescents were included (19 EG, 14 CG; 82% female). The EG showed significantly faster reaction times in the working memory task (p = .016, d = 0.79) and greater Psychological well-being CG (p = .035, d = 0.67). No significant group differences were found for other EF measures.ConclusionChess-based CRT was associated with improved working memory efficiency and psychological well-being, supporting its potential as a feasible, engaging, and low-risk adjunct to standard therapy. Larger randomized trials are needed to confirm these preliminary results. Many adolescents experience mental health problems that can make it harder to think clearly, focus, and handle emotions. These difficulties often affect their daily life and overall well-being. This study explored whether playing chess could help improve certain thinking skills (so called executive functions) and quality of life in young people receiving mental health treatment. The study took place at a child and adolescent psychiatry department between 2022 and 2024. Thirtythree adolescents aged 13 to 17 took part. All received standard therapy, but one group also joined a six-week chess program with weekly 90-min sessions using a structured training plan called The King’s Plan for Kids. The researchers tested several thinking abilities, such as attention, memory, and flexibility, as well as health-related quality of life before and after the program. The results showed that adolescents who played chess became slightly quicker in a memory task, suggesting their working memory worked more efficiently. More importantly, they also reported feeling better psychologically compared to those who received only standard care. Other thinking skills, such as attention and cognitive flexibility, did not show clear improvements. Overall, playing chess alongside regular therapy was safe, enjoyable, and linked to better mood and mental efficiency. While this was a small pilot study, the findings suggest that chess could be a helpful and low-cost way to support cognitive and emotional recovery in young people with mental health challenges. Larger studies are needed to test these results more clearly.
Background: A balanced integration score (BIS) has been suggested as a more efficient combination of speed and accuracy compared with other measures of the speed - accuracy trade-off (SAT). Purpose: Nonetheless, little is known about the BIS when associated with age and skill, two central factors involved in the SAT. This study evaluated the BIS in a chess memory task (n = 229), because chess is an intellectually taxing domain where SAT is quite likely to occur and age and skill are important determinants of performance. Methods: A chess paradigm considering the combination of size (small and large) and type of chess positions (random, typical, and infrequent) was used to evaluate the BIS associated with age and skill. Results: As expected, age and skill related with the BIS in large infrequent chess positions compared with other size × type combinations. Conclusion: The BIS is useful to evaluate the combination of speed and accuracy as it relates in the expected directions with age and skill.
This study investigated cognitive factors associated with chess performance in novice players, focusing on pattern recognition, working memory, and deep search abilities. A cross-sectional design was employed with 51 amateur chess players (mean age = 20.25 ± 1.41 years) with 6-24 months of training. Participants completed cognitive assessments (Corsi task, Wisconsin Card Sorting Test, Tower of Hanoi, Mental Rotation) and a chess pattern recognition task using real and randomised positions. Results revealed that novices performed better reconstructing real (median 4.70 correct pieces) than random positions (median 3.65 correct pieces), aligning with chunk theory. Elo (a chess rating system ranking players by game results) correlated with pattern recognition accuracy for real positions (rho = 0.51, p < .001) and working memory (rho = 0.31, p = .028). Regression analysis identified real-position reconstruction accuracy as the best predictor of Elo, explaining 35% of variance. However, mediation analysis showed no indirect effect of working memory on Elo through pattern recognition, suggesting these processes operate independently in novices. The study highlights pattern recognition as a critical cognitive skill in early chess development, supporting its integration into training. Future research should explore longitudinal training effects and refine stimuli selection to match novice capacities.
Research findings underline that human behavior and decisive action significantly depend on knowledge accessibility in long-term memory (LTM). For this purpose, various methods have been conducted and applied to help researchers gain insights into LTM functioning. These methods are based on traditional low-cost instruments (e.g., think-aloud protocols, memory protocols, questionnaires, a. o.) as well as modern high-cost technologies. Furthermore, an emerging method that evolves traditional research techniques in a digitalized environment is Structural Dimensional Analysis-Motoric. This analysis is based on participants' preferences regarding the closeness of given task-related concepts (TRCs) during a sorting process. From this perspective, chess is a highly cognitive domain involving an immense amount of specific knowledge-a reason it became a prominent field in cognitive research. The present study aims to examine how strategy-related patterns (meaningful and interconnected standardized chess motifs) are incorporated into the LTM of chess players, depending on their expertise (novices, intermediates, and high-level players). The analysis shows a significant similarity between experts and intermediate chess players but no significant results for the comparisons between experts and intermediates to novices. Researchers should make efforts to expand mental representation research in chess, for example, by manipulating a variety of strategy-related patterns (e.g., critical openings, middle games, and endgame situations) and/or enhancing the difficulty of the TRCs. The results can be applied to the further development of augmented feedback (e.g., assistive training systems) and virtual players (platforms).
Competitive chess is a cognitively intensive sport that demands sustained executive control, complex visuospatial processing, prolonged attention, and effective regulation of psychological stress under time pressure. Despite growing professionalization, research on nutritional strategies to support chess performance remains limited. Existing work has largely emphasized pharmacological cognitive enhancers, which offer limited ecological validity and raise ethical and regulatory concerns, while comparatively little attention has been paid to safe, non-prohibited interventions applicable to real-world competition. This paper synthesizes evidence on the neurocognitive and psychophysiological demands of competitive chess and identifies priorities for future nutrition and supplementation research. Drawing on mechanistic and translational insights from cognitive neuroscience and esports, we evaluate dietary supplements with potential to support cerebral bioenergetics, attentional stability, and stress modulation. Finally, we propose a structured, ecologically grounded research framework to guide evidence-based, ethically compliant performance optimization in chess.
The use of performance-enhancing substances is also possible in chess. Regarding stimulants used for cognitive doping-such as amphetamines, methylphenidate, modafinil, and ephedrine-there is evidence suggesting a slight improvement in performance; however, there is also evidence of negative effects on decision-making processes under time pressure. These substances generally pose a health risk; particularly in cases of overdose, they can strain the cardiovascular system or trigger psychotic symptoms. Furthermore, there is a fundamental risk of addiction or of the substance serving as a "gateway drug."As chess is recognized as an official sport, doping controls are conducted within organized competitions. However, these are limited to elite-level competition and are consequently rare; as a result, few significant doping cases have come to light thus far. In contrast, a higher prevalence is suspected in competitive and amateur chess-among both professionals and amateurs alike. Nevertheless, the greater threat to fair play in chess lies in other fraudulent methods (such as cheating or electronic doping). Der Gebrauch leistungssteigernder Substanzen ist auch im Schachsport möglich: Für Stimulanzien zum kognitiven Doping wie Amphetamine, Methylphenidat, Modafinil und Ephedrin gibt es Hinweise auf eine gewisse Leistungssteigerung, allerdings auch auf negative Effekte im Hinblick auf Entscheidungsprozesse unter Zeitdruck. Die Substanzen stellen allgemein ein Gesundheitsrisiko dar; insbesondere bei Überdosierungen können sie das Herz-Kreislauf-System belasten oder psychotische Symptome auslösen. Grundsätzlich besteht zudem das Risiko einer Abhängigkeit oder einer Funktion als „Einstiegsdroge“.Als anerkannte Sportart werden auch im organisierten Schach Dopingkontrollen durchgeführt. Diese sind jedoch auf den Spitzensport beschränkt und entsprechend selten, weshalb bislang keine relevanten Dopingfälle bekannt sind. Demgegenüber wird im Leistungs- und Amateursport eine höhere Prävalenz sowohl bei Profis als auch bei Amateuren angenommen. Die größere Gefahr für das Fairplay im Schach liegt jedoch in anderen betrügerischen Methoden (Cheating, elektronisches Doping).
Time pressure and positional ambiguity are two fundamental cognitive constraints that threaten human performance in sequential decision systems such as chess. However, the interactive and nonlinear nature of these factors has not yet been sufficiently quantified. In this study, 39,922 ply-level positions from blitz games of seven elite chess players on the Lichess platform were analysed using Stockfish 14.1 engine evaluation to examine how blunder probability varies across time pressure and positional ambiguity regimes. Cluster-robust logistic regression and histogram-based gradient boosting (HGB) models were applied comparatively and game phase included as a control variable. Permutation importance and SHAP values were used for explainability analyses. The findings reveal that blunder probability amplifies nonlinearly under the joint effect of low remaining time and high engine evaluation gap which is a pattern formally confirmed by restricted cubic spline regression ([Formula: see text] relative to a log-linear baseline). The proposed Amplification Index (AMPIND), defined as the exponentiated interaction coefficient between extreme time pressure and positional ambiguity, showed an additional error multiplier of approximately 5.1% at a 300 cp ambiguity level under the sub-10-second regime. This estimate remained stable across four model specifications including game phase control, sensitivity analysis, and mixed effects modeling. The HGB model achieved the highest discriminative performance (AUC [Formula: see text]), and explainability analyses confirmed positional ambiguity and time pressure as the dominant determinants of model decisions. These results demonstrate that human errors are not random but concentrate under specific combinations of cognitive constraints. We offer a quantitative framework for context-sensitive error modeling and provide generalizable findings that can form the basis for developing adaptive decision support systems in human-centered AI research.
Heart rate variability (HRV) biofeedback (HRVBF) is a non-invasive intervention that enhances vagal tone and autonomic regulation. While its benefits for stress reduction are well established, the acute effects of a single short-term HRVBF session on psychophysiological and cognitive functions prior to performance remain insufficiently investigated. This randomized controlled pilot study examined the effects of a 10-minute HRVBF session on autonomic markers, anxiety, and problem-solving accuracy during a time-pressured chess task. Twenty chess players (10 females, 10 males; mean age = 17.55) were randomly allocated to either a biofeedback (BFB) group or a passive control group (n = 10 per group). The BFB group completed a single HRVBF session guided by 0.1 Hz paced breathing, while the control group engaged in seated spontaneous breathing. Anxiety levels were measured using the state-trait anxiety inventory (STAI). Participants completed a 5-minute chess problem-solving task before and after the intervention. Physiological signals were continuously recorded using photoplethysmography (PPG) and respiratory sensors, from which standard HRV indices including physiological stress index (SI) were derived. Results indicated that a single short HRVBF session was accompanied by within-group reductions in heart rate (HR) and respiratory rate (RSP), along with a transient increase in LF/HF ratio, and modest improvements in cognitive accuracy. Although tendencies toward changes in NN50, and LF power were observed, these did not reach post-hoc significance. Moreover, no significant changes were found in RMSSD or high-frequency (HF) power. Overall, these findings provide preliminary evidence that short HRVBF sessions may acutely influence selected autonomic markers and potentially support cognitive performance under time pressure. However, their effects on vagal tone and subjective anxiety appear limited, underscoring the need for cautious interpretation and further investigation.
The presence or absence of winner-loser effects is a widely discussed phenomenon across both sports and psychology research. Investigation of such effects is often hampered by the limited availability of data. Online chess has exploded in popularity in recent years and provides vast amounts of data which can be used to explore this question. With a hierarchical Bayesian regression model, we carefully investigate the presence of such experiential effects in online chess. Using a large quantity of online chess data, we see little evidence for experiential effects that are consistent across all players, with some individual players showing some evidence for such effects. Given the challenging temporal nature of this data, we discuss several methods for assessing the suitability of our model and carefully check its validity.
This study evaluated the effectiveness of a combination technique for managing severe composite tibial and soft-tissue defects, without requiring complex soft-tissue procedures. A retrospective analysis was conducted on 33 patients with tibial and soft-tissue defects and Gustilo type IIIB open fractures treated between April 2017 and December 2023. The management protocol for all patients consisted of two stages. The first stage involved thorough debridement in the emergency department, removal of all free tibial bone fragments, and fixation with an external frame. The second stage involved Ilizarov bone transport, utilizing chess-shaped polymethyl methacrylate (PMMA) cement (thickness: approximately 1 cm) to fill the tibial bone defect. The PMMA was gradually removed until bone union was achieved. Bone union and soft-tissue healing were achieved in all patients, without the need for additional flap transplantation. The mean bone-union time was 7.5 ± 1.4 months, and the mean soft-tissue healing duration was 70.9 ± 24.1 days. The mean traction period was 105.3 ± 48.2 days, the mean external fixation time was 444.0 ± 137.2 days, and the mean external fixation index was 58.2 ± 23.1 days/cm. Using the Lower Extremity Functional Scale (LEFS) and 36-Item Short-Form Health Survey to evaluate functional scoring, the mean LEFS, physical health component, and mental health component scores were 59.8±13.9, 70.5±17.7, and 77.8±20.1, respectively. According to Paley's classification of complications, there were 14 problems, 6 obstacles, and no sequelae. The chess-shaped PMMA-Ilizarov technique effectively treated composite tibial and soft-tissue defects. This approach facilitated the gradual regeneration and repair of bone and soft-tissue defects, avoided the need for additional skin flap transplantation, and achieved satisfactory clinical results.
Decisions to stop or quit are often described as choices to switch to alternative activities once the current activity ceases to be rewarding. However, popular models of stopping-such as optimal foraging theory and recent metacognitive frameworks-fail to fully capture the nuanced differences in behavior between quitting and stopping. While quitting is closely related to stopping, it remains a phenomenologically distinct experience. The absence of a clear, separate definition for quitting motivates the present study. We investigate the contextual and noncontextual factors influencing quitting decisions among chess players, utilizing a large dataset of games from an online chess platform. Our analysis reveals that players tend to persevere in higher skill brackets and against stronger opponents when they are performing poorly. Additionally, a history of quitting increases the likelihood of quitting in future games, although recent quitting episodes can have protective effects. We also find that quitting influences subsequent behavior, with players often playing more games after a recent quit. We discuss these findings within the broader context of resource-rational and metacognitive approaches. Finally, we provide a metacognitive account of quitting decisions with the aim to derive better models of complex decision-making.
Although flow experience has become a widely studied phenomenon in recent decades, research on its physiological manifestations is still limited. With the present study, we aimed to fill part of this research gap by approaching the flow concept from a biopsychosocial model of challenge and threat (BPS-CT) perspective. Impedance cardiography, electrocardiography and blood pressure of chess players (N = 32) were measured continuously while they completed a two-hour session of "mate in two moves" tasks on a computer under conditions of a balance of skills and task demands. Self-reported flow was assessed afterwards. On a descriptive level, results revealed the occurrence of (a) a modest cardiovascular challenge pattern during an initial phase of task engagement and (b) a cardiovascular threat pattern after one hour until the end of task performance, accompanied by cardiovascular indicators of motivational disengagement. On average, participants reported a high perceived balance of skills and demands and subjective flow experience, which was negatively associated with perceived strain but mostly unrelated to cardiovascular reactivity. The benefits, limitations and future potential of applying the BPS-CT framework to the study of the physiological implications of prolonged flow experiences are discussed.
In recent years, several scholars have argued that the influence of deliberate practice on expertise has been overstated. Others have contended that these critiques conflate deliberate practice with less effective forms of training. We analyzed a large, longitudinal cohort of Chess.com players (N = 44,213) using objective, time-stamped measures of both practice activity and performance. We tested whether deliberate practice-aligned activities predict greater rating improvement than playing games. Multilevel models revealed that, despite more than 90% of player time being spent on games, deliberate practice was substantially more efficient for learning. Although not all deliberate practice-aligned activities were equally effective, the category as a whole was associated with a 3.61× advantage in learning efficiency relative to gameplay (ps < .001). These findings offer rare real-world evidence in a long-standing theoretical debate about learning efficiency. How individuals train, not just how much, fundamentally shapes the trajectory of skill development.
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By centering the experiences of minoritized community members, this study explores how Good Samaritan laws (GSLs) impact health behaviors related to opioid overdose response. Most states have GSLs that address overdose response. However, their scope can perpetuate structural racism by extending inequitable protection through rigid requirements and exclusions. In this paper, we look at Indiana's GSL, Aaron's Law, and consider how its limitations impact Black Indianapolis residents. We analyzed 50 semi-structured one-on-one interviews with Black residents of four urban Indianapolis zip code areas. We engaged the Health Belief Model using directed qualitative content analysis to consider participants' evaluation of perceived benefits and barriers as they relate to calling 911 following an opioid overdose. We explore participants' feelings about calling 911 and interacting with law enforcement, and their understanding of Aaron's Law and its practical application in their neighborhoods. We demonstrate structural racism's presence in the impressions and applications of policies and highlight how addressing them can improve health outcomes in minoritized communities. Finally, we make recommendations for GSLs nationwide that address the impact of structural racism on overdose fatalities and strengthen their protections, making laypeople more likely to call 911 after an overdose.
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A combination of Bruton's tyrosine kinase (BTK) inhibitor ibrutinib and rituximab has shown promising efficacy in mantle cell lymphoma (MCL). This phase II trial evaluated the second-generation BTK inhibitor zanubrutinib plus rituximab as induction, followed by shortened chemoimmunotherapy as frontline treatment for MCL (NCT04624958). Eligible patients had histologically confirmed stage II-IV disease requiring immediate therapy and no prior MCL-related systemic treatment. Patients received zanubrutinib-rituximab for up to 12 cycles (part A); those achieving a complete response (CR) or experiencing disease progression proceeded to four cycles of R-DHAOx (rituximab, dexamethasone, cytarabine, and oxaliplatin) (part B). Patients with CR after part B received zanubrutinib maintenance for one year. The primary endpoint was the CR rate at part A completion. Forty-two patients were enrolled. The CR rate at part A completion was 88% (95% confidence interval [CI], 74-96), and 86% (95% CI, 72-95) at part B completion. Hematologic toxicities predominated: the most common grade 3-4 adverse events were neutropenia (7%) in part A, and thrombocytopenia (77%) and neutropenia (49%) in part B. In conclusion, zanubrutinib-rituximab induction followed by shortened R-DHAOx is efficacious with manageable safety as frontline therapy for MCL. This strategy allows for a reduction in chemotherapy cycles and warrants validation in randomized controlled trials.
It has long been recognized that expert decision making entails both fast, intuitive and slower, deliberative processes. The enduring debate has to do with their relative roles. Some theories attribute the growth of expertise to the replacement of deliberative processes by intuitive perceptual recognition processes. Time pressure should have minimal effects on expert performance if intuitive processes are the primary basis for expertise. Two studies on archival data from the world's strongest chess experts participating in high-stakes time-critical international matches with different time controls were conducted. Chess moves from 20 grandmasters and seven world chess champions were examined in Studies 1 and 2, respectively. Using a within-subject design, analysis of quantifiable performance measures in both speed (move time) and decision quality (blunder propensity) provided a strong demonstration of adverse time pressure effects. Experts did not deliberate only when time pressure was low. Importantly, elite chess players were highly strategic and adaptive in their deployment of time usage that allowed them to intuit when feasible and to deliberate when necessary. The present findings demonstrate the key role of deliberative processes even at the highest levels of expertise and are inconsistent with the assertion that intuitive processes are the primary basis for expertise. Discounting the deliberate component in expert decision making in theory and in practice could have far-reaching real-world consequences.
Many strategic decisions involve both substantial complexity and time pressure, but the association between decision speed and decision quality of cognitively demanding strategic decisions is not well understood. This paper presents evidence on this question using a setting with exceptionally detailed and precise information about decision times and decision quality-it analyses move-by-move data from in-person professional chess tournaments. Decision quality is measured by comparing actual moves to a computational benchmark of best moves constructed using the artificial intelligence of a chess engine. The results show that faster decisions are associated with higher decision quality, even after accounting for computational complexity, distinctiveness between alternatives, and time pressure. Greater computational complexity and lower distinctiveness between move alternatives are associated with longer decision times, whereas greater time pressure is associated with shorter decision times. All three factors are associated with lower decision quality. We discuss the findings against the predictions of different decision models in which individuals sequentially acquire information about alternatives with uncertain valuations, extending theories originally developed in the context of nonstrategic decisions to a strategic environment.
Following the work of Kossoski et al. on hierarchy CI (hCI) we propose an extended way of partitioning the Hilbert space by combining the excitation and the seniority sectors in a more general way. We define the hierarchy parameter, h, involving two "weights" (α values), measuring the importance of excitation (e) and seniority (s) contributions to the wave function according to h = α1e + α2s. This formulation generates alternative orderings of the excitation-seniority lattice and enables a systematic examination of how different balances between excitation and seniority influence correlation recovery. Four partitions are considered: positive slope diagonals (PSDs), which is equivalent to the original hCI scheme; negative slope diagonals (NSD); vertical chess horse (VCH); and horizontal chess horse (HCH). These partitions are evaluated for the BeH2 and for the cubic and linear H8 dissociation. These results show that the efficiency of a partition depends on the specific excitation-seniority sectors it includes at a given number of determinants. For BeH2, the PSD/hCI hierarchical ordering (h = 2) incorporates the dominant low-seniority configurations most effectively and reaches near-CISDT quality with compact expansions compared to other partition schemes. For the H8 systems, NSD and HCH recover static correlation more rapidly in the dissociation regime, whereas VCH remains inefficient across all determinant counts. The present results, obtained in the STO-6G basis for small benchmark systems, are intended as a controlled methodological study of determinant ordering strategies rather than a comprehensive performance assessment. The ehCI framework provides a practical way to analyze how excitation and seniority interact and to design compact CI expansions.