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Classic Games (Games) Science

Teaching Children To Play Chess Found To Decrease Risk Aversion (phys.org) 132

An anonymous reader quotes a report from Phys.Org: A trio of researchers from Monash University and Deakin University has found that teaching children to play chess can reduce their aversion to risk. In their paper published in Journal of Development Economics, Asad Islam, Wang-Sheng Lee and Aaron Nicholas describe studying the impact of learning chess on 400 children in the U.K. The researchers found that most of the children experienced a decrease in risk aversion in a variety of game playing scenarios. They also noticed that playing chess also led to better math scores for some of the students and improvements in logic or rational thinking.

The researchers note that the game of chess is very well suited to building confidence in risk taking when there is reason to believe it might improve an outcome. In contrast, students also learned to avoid taking risks haphazardly, finding that such risks rarely lead to a positive outcome. They [...] line between good and poor risk-taking is especially evident in chess, which means that the more a person plays, the sharper their skills become. The researchers also found that the skills learned during chess playing appeared to be long lasting -- most of the children retained their decrease in risk aversion a full year after the end of their participation in the study. The researchers [...] did not find any evidence of changes in other cognitive skills, such as improvements in grades other than math or general creativity.

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Teaching Children To Play Chess Found To Decrease Risk Aversion

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  • So what do games of WoW teach if not strategy and risk management?

    • Sitting on your arse all day?

      Chess ends. It has no grind. You get better by being better, not by getting more powerful pieces.
      • This is true for WoW, but now I want them to do the study on a rogue-like such as dungeon crawl stone soup.
        • Never played rogue or Nethack. What's the strategy like compared to chess? Doesn't seem like there is a strategy. Chess pieces don't get new items to help them - only moving to a position that helps the rest of the pieces. Chess "risk" doesn't have a random element to it - it's all about position and coordination. You disguise your intention about position and coordination, and you must also try to work out what the other person is with regards to position and coordination.
          • by Ambvai ( 1106941 )

            With strategy and tactics combined, probably more complex, partly due to the number of variables involved. While some people repeatedly throw failure at the wall until RNG deals them a winning hand, there are people who play Nethack and DCSS and register staggering amounts of consecutive wins. In the last tournament, somebody had 22 consecutive wins with unique starting combinations, with the streak terminated due to the end of the tournament period, not a loss. In comparison, the over-all tournament win ra

            • But that complexity comes from randomness. It's like saying the lottery is complex. I'm not surprised the win rate is low because it's a game about survival against randomness. It may have many variables, but some of them, like gaining a very useful item, can reduce another variable's importance.
              • by Ambvai ( 1106941 )

                The lottery isn't complex in this case, because there's no participant decision that can impact the win/loss rate once a round has begun, making it tantamount to a very large coin flip.

                The ability to transform an average win rate of ~3% (which is already well above average, as most casual players don't bother with the tournament) into something approaching 100% sounds like player skill (which, admittedly, is related to, but still different from strategy) is a major factor.

                RNG is a consideration-- but the RN

                • The lottery isn't complex in this case, because there's no participant decision that can impact the win/loss rate once a round has begun, making it tantamount to a very large coin flip.

                  Which is my point. It has a large number of variables, but that doesn't make it complex in terms of game play. I mean, it's very complex if you want to model the airflow of the ball machine and the initial position of each ball, but the surface level complexity devolves into a small number of actual factors - decision.

                  The value of a variable is part of the decision tree, regardless of it being changed... just like the value of a pawn is much greater when it's actively defending the king, than when it's by it's lonesome.

                  The value of the pawn also changes depending on the position of the other pieces on the board. A player must look at that pawn and judge whether its importance can be justified in the next X n

          • Chess pieces don't get new items to help them

            * pawn promotion happens *

            * morphs into queen with massive powers *

            * swivels head and snaps fingers *

            "Excuuuuse me?!?"

            • Yeah, let's see you hinge a whole game on getting a pawn promotion. You might as well play the bongcloud.
              • Yeah, let's see you hinge a whole game on getting a pawn promotion. You might as well play the bongcloud.

                "Chess pieces don't get new items to help them"

                You made a move. I merely countered, as I feel there are lowly moths on the board that can be reborn, gifted with the item of deadly movement that helps them considerably.

    • WoW teaches people management.

      • by burtosis ( 1124179 ) on Wednesday April 21, 2021 @12:53AM (#61296194)

        WoW teaches people management.

        Specifically, dysfunctional team management.

        • WoW teaches people management.

          Specifically, dysfunctional team management.

          That's what office work is for.

        • by Luckyo ( 1726890 )

          If team management is dysfunctional, you don't get to kill the boss. The team has to function to do it.

          • If team management is dysfunctional, you don't get to kill the boss. The team has to function to do it.

            As someone who has witnessed a group of people fail a boss 5 times in a night and then disband for the night, only to come back with the exact same group a week later and do it on the first try, yes, managing dysfunctional teams is a real thing you have to (had to? It's been years since I played so I don't know if things got easier) learn in WoW.

          • by hawk ( 1151 )

            and I thought that *I* had worked in some rough office environments . . . .

            Is this Klingon office politics, where you advance by assassination?

            Or perhaps Terran Empire?

            hawk

            • by Luckyo ( 1726890 )

              Very are very few "office environments" where signal for success or failure is as strong and as immediate as in games like WoW.

              And that is generally what is the driving force in "office environments". The more you can obfuscate the outcome of leadership actions, the less responsible leader is held for failures.

              • by hawk ( 1151 )

                killing the boss is about as clear a signal as an office group can make , , ,

        • by WallyL ( 4154209 )
          Thanks a lot, Leroy!
    • So what do games of WoW teach if not strategy and risk management?

      Oh, I can think of a few titles from the WoW library...

      Bastard Camping for Dummies

      Yoga for Teabagging

      How to Fuck over Friends and Manipulate Complete Strangers

      And finally, there's the South Park take on strategy...

      https://www.youtube.com/watch?... [youtube.com]

    • Not so much.
      I have found that Gamer of WoW and other similar games often develop false confidence in their skills.
      1. Game Over isn't Game Over. In chess if you loose you have to start the game from the Start. In WoW you have most of your stats, and you might need to hunt for your inventory. Or even in older games you just get a new live while keeping your level, and sometime progress on that level is restored. WoW rewards you for success and the risk of failure is minor. This doesn't teach risk manageme

  • by JcMorin ( 930466 ) on Tuesday April 20, 2021 @11:59PM (#61296104)
    I guess I would have the same result with many other complex game like Factorio.
    • That was my first thought. Why chess? We have millions of other games now. Not a lot of kids are drawn to chess.

      If you want to do something useful, pick the game du jour and use that. You're going to get a lot more kids playing Fortnite or Minecraft (IDK, I'm old. Those are at least recent popular games.) than chess.

      • by The Evil Atheist ( 2484676 ) on Wednesday April 21, 2021 @01:32AM (#61296284)

        Why chess? We have millions of other games now. Not a lot of kids are drawn to chess.

        That shows that chess is that much more complicated than those other games. Chess is a limited game. You don't get more things - you don't get pieces back, you don't get new items. The lack of ability to cover your arse in chess makes it easier to isolate behaviours you want to study.

        • No imperfect information though, poor educational too. They should all play Starcraft.

          • Imperfect information simplifies things. Furthermore, like I said, in those games, you can get new stuff and more powerful stuff. So despite all its surface level complexity, in the end, it's largely about getting many powerful-enough pieces fast enough than the opponent.

            Limitations is what brings about creativity. Like I said, chess doesn't give you the ability to cover your arse. You have to make do with what you got. In Starcraft, if you make a blunder, you have a less challenging escape if you are st
            • Amen to that. I would only remark that you simply cannot win from a losing position in chess unless your opponent helps you. Thinking about it, that is true about any game - that's the definition of losing position.
        • That shows that chess is that much more complicated than those other games.

          Lol, what? Chess is not complicated. It has a finite number of pieces on a tiny board that move in simple, prescribed patterns.

          Yes, you can get some emergent complexity out of it, but to say it's more complicated than other games shows you have not played many games. Nor have the people modding you up.

          • Lol, what? Chess is not complicated. It has a finite number of pieces on a tiny board that move in simple, prescribed patterns.

            And the fact that you claim that's what makes chess simple shows you have not played chess. The Game of Life has simple rules, and yet you can make all sorts of self-perpetuating machines within it.

            That also makes me think your analysis of modern games is very surface level (eg "so many variables!") and not understanding in those games the surface level complexity quickly devolves into just a handful of simple factors.

        • Nitpick mode on... You don't get pieces back, but in the child's way of seeing things, promoting a pawn to a queen surely is getting a piece back. Well, if the queen was lost before. I recall putting rooks upside down to count as queens, when there was already a queen and a pawn got promoted. Needless to say, at that point one kid isn't very motivated anymore and likes to take the risk of throwing the board through the room. Indeed, less risk averse, now that I think of it...
        • That shows that chess is that much more complicated than those other games. Chess is a limited game. You don't get more things - you don't get pieces back, you don't get new items. The lack of ability to cover your arse in chess makes it easier to isolate behaviours you want to study.

          Not sure what version of chess you are referring to. In my version of chess, you *can* get pieces back. And in my version of chess, you can certainly get new powers, by getting those pieces back and giving them more power. Your version of chess would seem to be lacking pawn promotion.

          • It happens rarely enough to not warrant a mention when comparing with computer games where getting new pieces and getting powers is a common thing.
      • by tepples ( 727027 ) <tepplesNO@SPAMgmail.com> on Wednesday April 21, 2021 @09:57AM (#61297126) Homepage Journal

        I'm guessing one reason is that the researchers had the rights to chess and might not have had the rights to post-1925 games. See "Why Nintendo can legally shut down any Smash Bros. tournament it wants" by Kyle Orland [arstechnica.com].

    • Factorio teaches you that asking a question results in a moderator making snarky and snide comments and immediately lashing out when you tell them to knock it off.

    • by ranton ( 36917 )

      Like studies that look at benefits of learning an instrument, I don't think these benefits are unique to any particular activity or game. There are plenty of board games today I would argue provide all the benefits of playing chess. Many/most of games classified as "euro-games" provide far more complexity than chess. Chess does seem to lend itself well to mastery, though, as its level of complexity seems to be in a sweet spot of not too high and not too low. For the human brain anyway.

    • by Subm ( 79417 )

      Chess has been around centuries and will remain for centuries.

      You can play without a subscription, power supply, or internet connection.

      You can play across language and cultural barriers.

      You can make a functional board with some paper and a pen.

  • The article is pay-walled, so all I could read was the abstract. It was published in an economics journal, not psychology journal, and it was done ". . . in a developing country context", so I don't know what it was, or how they measured risk aversion.

    But, what does "less risk aversion" mean here? Does the headline or abstract mean that chess training made kids "less risk averse" in the sense of more confident and assured, perhaps more emboldened? Or does it go too far, making them more brazen or impuls

    • The article is pay-walled

      I was afraid of that. Good thing I didn't click on it.

    • by tragedy ( 27079 )

      It does seem like it's a bit of a leap to say that lower risk aversion is necessarily a good thing. Also worth considering is the widely held belief that chess players experience more depression and mental illness. I know people who enjoy a game of chess and are generally fine, but the only person I've actually known who competed in tournaments and was highly ranked committed suicide in his late twenties. That's anecdotal, of course. Beyond that, it's always hard to tell if it's correlation or causation, an

      • It does seem like it's a bit of a leap to say that lower risk aversion is necessarily a good thing

        Second sentence, paragraph two of summary,

        In contrast, students also learned to avoid taking risks haphazardly,

        It's not about doing "whatever" without considering negative consequences; rather, it's about not being paralyzed by abject fear.

        • Its the difference between those that think "playing the lottery is always stupid. what a stupid thing to do. look how smart I am." and those that think "when the progressive jackpot is above $x its a good bet otherwise it isnt. why doesnt this dumbshit understand gambling"

          It is not merely the ability to understand risk, but to go on to also understanding its relation to the reward.
        • by tragedy ( 27079 )

          Right, but it also noted that the line between good and bad risks is particularly evident in chess. In any case, that was really just an aside. My main concern there was if there's a link between chess and depression.

    • In an economic sense, risk-aversion (and risk-loving, and risk-neutral) are terms of art. They categorize, literally how people compare playing a game of chance vs. the sure thing of the expected value of the game.

      Consider when you offer someone a coin flip that pays $1 on heads and $0 on tails. A risk-loving individual would pay more than $0.50 for that chance, a risk-adverse individual would only be willing to pay less than $0.50 for that change and a risk-neutral individual is ambivalent at $0.50 takin

      • by Luckyo ( 1726890 )

        Your coin flip calculus is actually terrible, because it misses the fact that all people, even the most risk loving ones react to loss much harder than to a win.

        This is because once you "fall to zero" after a coin flip, you lose not just the game of coin flip, but ability to participate in future games of coin flip, but no matter how much you win, all you get is a couple of extra coin flips. It's why gambling addicts who lose everything are as rare in overall population as they are. Almost all humans unders

        • You're partially correct, in the same way that if you said "the sky is blue; this is because leprechaun farts dye it blue as they ride rainbows" is partially correct. In economics it's recognized that people react more strongly to a loss than a win. Therefore, a 100% conformant explanation would have been someone offering a sure amount of money vs. a coin flip. That's how I could have phrased it. However, the effect typically is negligible at the $1 level, and including it would be akin to accounting fo

          • by Luckyo ( 1726890 )

            >Economics does not recognize your "knocked out of the game" vs "extra flips" reasoning as valid.

            One of the main ways of looking into mechanics of poverty from view of economics is the exact analysis I conduct. "Poor people are risk averse because they have a risk of going to zero, where they can no longer afford (literally, not figuratively) to take new risk if this risk taking endeavour fails.

            The thing you're missing is the common problem with many "deep, narrow" specialists in specific parts of econom

            • What you're saying is totally true - poorer people are more risk-adverse. But you're trying to correct my post about the definition of "risk-adverse" by explaining not risking a dollar doesn't make someone risk adverse because they have a good reason to be risk adverse. It's nonsense. The term is descriptive not judgemental.

              While it's true that poor people might be risk-adverse for the reason I listed, that's a special case.

              • by Luckyo ( 1726890 )

                It's not. It's simply a core descriptor to all "games" played in real life, be they work, purchase decisions or social interactions. The ultimate goal is to win "the maximum amount of games possible" which in turn requires "being able to play in as many reasonably winnable games possible".

                And once you can no longer bring enough value to be invited to the game, be it investment, date or task at work, you will no longer be invited to play. This is the core aspect of the entire concept when applied to real lif

                • You completely miss the point. I'm responding to someone confused about words that describe your behavior within a game. You're trying to explain why that behavior is being performed. It's like if someone asked what red, green and blue were, I showed them colored fonts, and you came in bitching about exciting the associated color cones, emissive vs. absobative color space and wouldn't shut up about it.

                  • by Luckyo ( 1726890 )

                    Do you believe that two can be cleanly separated in human psychology? If so, why?

                    • Do I believe that describing someone's behavior and describing the underlying cause for it are two different conversations? Yes.

                      I have been describing how terms of art describe behavior. You are trying to explain why that behavior is rational. Two different discussions.

                      I cannot tell if you're honestly confused (continue to engage) or your just a dull troll.

  • Currently living in Hong Kong, there are many, probably too many extra tutoring classes that parents push on their children. We have selected a few for my young twins which seem both fun and good for the kids, like theatre performance, and general art. And next week we will try a sample chess class for them. Intuitively I think it would indeed help their reasoning and ability to focus. It was quite fun to see tables with young children playing chess when I peered into the class.
    Before you say so, yes of c
    • Teach them 3D modeling, computer graphics/animation, robotics, coding, biology, and mathematics. Most important are 3D modeling and mathematics.

      • They live in Hong Kong. You don't need to tell them to study maths.

        3D modelling as the most important, meh. Kids are better off learning how to make physical things.
      • Everything at its time. Coding, probably later with lego robotics or so. Now focus on lego construction, getting handy with 3d insight. No need to do it on the computer. They may btw not be interested in coding and that is ok too. A bit of computer insight is sufficient for many good jobs.
    • Don't forget the benefits of the social interaction with chess.
    • by olau ( 314197 )

      I personally think you should go for something without rules for 4 yo, something in which they can be themselves without restrictions. Goofing off in a garden is definitely better than chess, IMHO.

      If I were looking for a class at that age level, I would look for a good suzuki teacher and try to pick up some violin or piano skills. Playing skillful, expressive music can be a life-long friend. But I still think that's very early.

      I'm sorry for jumping in like this. I definitely don't think it will hurt them go

      • Thanks for the input, they also have rule-free fun, we are certainly not dictatorial. We are also finishing a class where parents and kids need to sit in with the kids on early music learning, to train the ear in a playful way - the Yamaha method. We plan to try basic piano lessons as well, 1 of the will probably like it, the other one not - to be seen. And there are are other options as well like swimming lessons etc now that the weather is getting hot.
      • Addendum - hopefully will be a while before they beg for a console. My wife and I donâ(TM)t play computer games. I have been introducing a few very basic board games which they find fun.
  • by tepples ( 727027 ) <tepplesNO@SPAMgmail.com> on Wednesday April 21, 2021 @01:06AM (#61296226) Homepage Journal

    Does teaching kids to play Risk [wikipedia.org] also reduce their aversion to chess?

  • at their heads trains their risk aversion.

  • Likely chess boosts the rational thinking; so you make better decisions given the outside parameters. What appears as risk to A, will look like the obvious move by B who has a higher clarity/IQ. eg a lion is chasing you and you ran into the top of a small cliff; you have a choice to jump into the river which may have crocs; what are you going to do? Jumping is rationally the best choice left -- this may appear like risk to someone but it is the obvious choice available.

    In an interview (Charlie Rose) Magn
    • Of course risk is subjective. "You" are part of the system of factors to consider. Sure, Magnus may not consider one position risky while another does, but he's still doing risk assessment, with him as part of that system. He still going to take the option that, to him, takes the most reasonable risk/reward balance. He's not going to take a move that is most likely to lose him the game.
  • https://slate.com/technology/2012/07/max-payne-3-how-a-monstrously-hard-video-game-made-me-a-better-person.html

    Gaming
    Max Payne Is My Life Coach
    How a monstrously hard video game made me a better person.
    By James Carmichael
    July 10, 20126:13 AM

    If the game were not close to impossible at times, the story would not land. An easier version of Max Payne would have allowed for quicker progression through stages and narrative. But slowing a game down with tough challenges arms a unique storytelling asset. Instead of
  • So do Russians grow up being less risk-averse than other ethnicities?

  • ... improves your look ahead! Who would've thunk?

  • The view that all risk is bad and needs to be regulated away is itself a major risk.

    Just like not getting out of bed in the morning ensures defeat.

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