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Expert Performance in SCRABBLE: Implications for the study of complex cognitive domains. Expert Performance provides researchers with opportunities to evaluate the generalizability of broader theories about basic cognitive processes and capacities. Expert-performance and related research topics constitute a set of touchstone phenomena.
Expert Performance in SCRABBLE: Implications for the study of complex cognitive domains. Expert Performance provides researchers with opportunities to evaluate the generalizability of broader theories about basic cognitive processes and capacities. Expert-performance and related research topics constitute a set of touchstone phenomena.
Expert Performance in SCRABBLE: Implications for the study of complex cognitive domains. Expert Performance provides researchers with opportunities to evaluate the generalizability of broader theories about basic cognitive processes and capacities. Expert-performance and related research topics constitute a set of touchstone phenomena.
Expert Performance in SCRABBLE: Implications for the Study of the
Structure and Acquisition of Complex Skills
Michael Tuffiash, Roy W. Roring, and K. Anders Ericsson Florida State University Applied psychologists have long been interested in examining expert performance in complex cognitive domains. In the present article, we report the results from a study of expert cognitive skill in which elements from two historically distinct research paradigms are incorporated the individual differences tradition and the expert-performance approach. Forty tournament-rated SCRABBLE players (20 elite, 20 average) and 40 unrated novice players completed a battery of domain-representative laboratory tasks and standardized verbal ability tests. The analyses revealed that elite- and average-level rated players only significantly differed from each other on tasks representative of SCRABBLE performance. Fur- thermore, domain-relevant practice mediated the effects of SCRABBLE tournament ratings on repre- sentative task performance, suggesting that SCRABBLE players can acquire some of the knowledge necessary for success at the highest levels of competition by engaging in activities deliberately designed to maximize adaptation to SCRABBLE-specific task constraints. We discuss the potential importance of our results in the context of continuing efforts to capture and explain superior performance across intellectual domains. Keywords: expert performance, skill acquisition, individual differences, protocol analysis, SCRABBLE Scientists from a number of disciplines have long been intrigued by expertise and expert performance. In the case of psychology, expertise provides a challenge to researchers interested in the structure and development of skills and abilities because it repre- sents an extreme point on the spectrum of human performance. Moreover, the study of expert performance provides researchers with opportunities to evaluate the generalizability of broader the- ories about basic cognitive processes and capacities. For these reasons, expert performance and related research topics constitute a set of touchstone phenomena (Charness, 1998) around which a number of both theoretically important and practically relevant inquiries can be made with respect to the range and limits of human achievement. In this article, we describe the expert-performance approach as a technique for studying superior performance outside the labora- tory, and we relate it to other approaches traditionally used to study human skills and abilities. We then present the findings of a study in which we apply the expert-performance approach to the domain of SCRABBLE to determine how the acquisition and cognitive structure of this skill are related to traditional measures of ability. Capturing and Explaining Superior Cognitive Achievement: The Individual Differences Approach Some of the earliest empirical studies of superior cognitive ability involved research on basic cognitive processes and general capacities as reflected by performance on elementary laboratory tasks, such as simple reaction time and perceptual discrimination. This early work (e.g., see Wissler, 1901) indicated that simple perceptual and psychomotor tasks do not generally well-predict individual differences in performance on more complex, real- world tasks, such as school grades. The difficulties encountered in this early research, along with the subsequent development of more sophisticated statistical methods (e.g., factor analysis), led to a shift in research toward measuring individual differences in more complex cognitive ability constructs, such as psychometric g (cf. Carroll, 1993; Jensen, 1998). These test batteries are frequently cited as one of the best predictors of real-world cognitive achieve- ment, namely because of their strong correlations with several measures of occupational success (Gottfredson, 1997; Hunter & Hunter, 1984). To better understand why job-related skills might be predicted by standardized cognitive ability measures, it may be useful to examine laboratory research on the structure of skill acquisition. For example, Fitts and Posner (1967) argued that cognitive skills are typically acquired in phases. During the first phase, individuals Michael Tuffiash, Roy W. Roring, and K. Anders Ericsson, Department of Psychology, Florida State University. Financial support for this study was provided by a Florida State Conradi Eminent Scholar grant to the third author (K. Anders Ericsson). HASBRO is the owner of the registered SCRABBLE trademark in the United States and Canada. 2007 HASBRO. All rights reserved. We thank John Chew, Joe Edley, Jane Ratsey Williams, Sherrie St. John, and John Williams Jr., from the National SCRABBLE Association for their generous logistical support and thoughtful feedback on method- ological issues pertaining to our study. We would also acknowledge the dedicated and skillful contributions of Shelby Cohen, Patrick Collopy, Nicole Levins, Justin Provido, Jessica Ramos, Jessica Riblet, and Justin Rufty toward the completion of the scoring and data entry procedures required for this study. Special thanks also to Maria Borzycki and Diane Halpern. Correspondence concerning this article should be addressed to Michael Tuffiash, Florida State University, Department of Psychology, Tallahassee, FL 32306-4301. E-mail: tuffiash@psy.fsu.edu Journal of Experimental Psychology: Applied Copyright 2007 by the American Psychological Association 2007, Vol. 13, No. 3, 124134 1076-898X/07/$12.00 DOI: 10.1037/1076-898X.13.3.124 124 need to expend significant effort trying to understand the task, and they must concentrate heavily on what they are going to do to reduce gross mistakes. With more experience (the second phase), their obvious mistakes become increasingly rare, and individuals are able to integrate sequences of steps resulting in smoother and more efficient performance. After some additional period of train- ing and experiencefrequently less than 50 hr for most recre- ational and everyday activities, such as skiing, tennis, and driving a carthe third phase is attained in which an acceptable standard of performance is produced without much need for effortful atten- tion. Ackerman (1987, 2000) showed that performance on cognitive skill measures is correlated with different types of abilities during these phases. For many tasks, measures of general abilities corre- lated the highest with skill during the initial phase, whereas mea- sures of more specific abilities became stronger correlates of skill during later periods. However, most laboratory studies on phases of skill acquisition have focused on skills that can be attained within 50 hours of practice (for review, see Ericsson & Williams, 2007)and frequently much shorter practice periods across only a handful of laboratory sessionswhich raises the issue of whether these findings would generalize to expert performance in naturally occurring task environments after hundreds or thousands of hours of domain experience. To date, evidence from the latter type of domains indicates significant relationships between basic cogni- tive processing capacities or general cognitive abilities and per- formance during the earliest stages of skill acquisition, but weaker or nonsignificant relationships among highly skilled individuals. For instance, several independent research teams have failed to observe significant relationships between IQ or general cognitive ability test scores and skill in chess as measured by official tournament performance outcomes (Djakow, Petrowski, & Rudik, 1927; Doll & Mayr, 1987; Horgan & Morgan, 1990), even in samples ranging widely in skill and ability ranges (Grabner, Neubauer, & Stern, 2006; Unterrainer, Kaller, Halsband, & Rahm, 2006), and other researchers have little evidence for the influence of more specific measures, such as visual-spatial aptitude and visual-memory capacity in adult samples (Doll & Mayr, 1987; Waters, Gobet, & Leyden, 2002). General physiological capacity and basic reaction time measures have also been unsuccessful at predicting maximal performance in athletic sports and other domains of cognitive and perceptual expertise in which objective measures of skill are readily available (Ericsson & Lehmann, 1996; Starkes & Deakin, 1984; Ward & Williams, 2005). Furthermore, some recent research has suggested that the general ability correlation in domains like chess dimin- ished as individuals continued practicing in a domain (Bilalic, McLeod, & Gobet, 2007), similar to earlier theoretical proposals (e.g., Ackerman, 1987). The failure of individual differences in performance on traditional, standardized ability tests to account for most of the variance in high-level competitive performance sug- gests the need for an alternative approach to studying the structure and acquisition of superior ability in these domains. Capturing and Explaining Superior Cognitive Achievement: The Expert-Performance Approach To address the critical issue of capturing and analyzing the structure and acquisition of superior achievement, one must be able to measure and reproduce the associated superior performance under controlled conditions. With this goal in mind, Ericsson and Smith (1991) developed a three-stage methodological framework now commonly referred to as the expert-performance approach. In this approach, the investigator first attempts to identify a repre- sentative task or tasks that capture the essence of expertise in a target performance domain. These representative tasks should re- flect as closely as possible the demands facing experts during challenging activities in their domain, and the careful design and selection of representative tasks permits the investigator to repro- duce experts superior performance under rigorously controlled, yet ecologically valid task conditions. Moreover, the success of this first step can be assessed by correlating performance on the laboratory-based representative tasks with an external criterion of performance in the target domain. When the first step is success- fully completed, the investigator next attempts to identify the mechanisms that mediate the observed superior performance. This second step frequently involves the observation of performance by highly skilled (and sometimes also unskilled) individuals on intact representative tasks in conjunction with the collection of process- tracing data, such as verbal reports or think-aloud protocols (Ericsson, 2006b; Ericsson & Simon, 1993). However, various component demands within a given representative task may also be isolated and experimentally manipulated to test hypotheses regarding the mediating mechanisms. During the third and final stage, the investigator attempts to account for the development of the previously identified mechanisms. Research participants, and sometimes also their relatives or teachers, may be asked to provide critical information about significant milestones in domain partic- ipation or performance (e.g., age at introduction to the domain, age at first significant domain achievement, age at commencement and/or termination of domain instruction), as well as estimates of the quantity and type of past and present domain-relevant activity, and other potentially relevant background characteristics that may be critical factors in the acquisition of domain skill. Expert Performance in SCRABBLE In this paper, we present the results of a study in which the expert-performance approach is applied to the domain of SCRABBLE. Our initial interest in this particular domain was partly stimulated by the strong measurement properties of com- petitive SCRABBLE play. As in chess, every SCRABBLE game results in an objective, quantifiable outcome (i.e., win, lose, or draw based on each players game score), and every person com- peting in a SCRABBLE tournament receives a numerical skill rating that directly reflects his or her performance against other rated opponents. Thus, the performance metric associated with competitive SCRABBLE play provides researchers with mathe- matically rigorous, yet ecologically valid criterion measure against which one may validate performance on laboratory-based repre- sentative tasks. In addition, the study of expert-performance in SCRABBLE presents an opportunity to test the generalizeability of findings from studies of individual differences and superior performance in characteristically nonverbal skill domains to those that are characteristically verbal. Hence, just as earlier researchers explored possible linkages between performance on standardized measures of spatial ability and skilled performance in spatially oriented game domains like Go and chess (Masunaga & Horn, 125 SPECIAL ISSUE: EXPERT PERFORMANCE IN SCRABBLE 2000; Waters et al., 2002), one might posit analogous relationships between scores on standardized tests that are frequently associated with verbal aptitude or verbal intelligence constructs (e.g., vocab- ulary or word fluency; cf. Carroll, 1993) and skilled performance in the game of SCRABBLE. From a theoretical perspective based on general aptitudes or basic cognitive capacities, the level of proficiency at which SCRABBLE players can demonstrate supe- rior domain-specific skills may also be somewhat dependent on their relative levels of general verbal knowledge or efficiency of word retrieval. This framework would thus predict a relationship between standardized tests designed to capture these abilities (e.g., word fluency or vocabulary tests), and SCRABBLE-specific task performance. However, there are reasons to be skeptical about the relationship between standardized measures of verbal ability or aptitude and success in SCRABBLE based on the alternative framework of the expert-performance approach. According to several studies of expert performance, attaining the highest levels of achievement in a domain requires thousands of hours of deliberate practice (Ericsson, 2006a; Ericsson, Krampe, & Tesch-Romer, 1993), during which the aspiring indi- vidual works to improve specific aspects of performance. By repeatedly modifying ones strategies, processes, and representa- tions over this extensive period of training, an individual may eventually achieve maximal adaptation to domain-specific task constraints (Ericsson & Lehmann, 1996). This extended adaptation to the constraints of a particular performance domain often result in the acquisition of cognitive processing mechanisms that are highly specific to a domain and, thus, are unlikely to transfer to other domains (cf. Ericsson & Kintsch, 1995). Hence, it follows that in the case of SCRABBLE, extended deliberate practice would result in superior performance only on SCRABBLE-related tasks. Suggestions about the specific content of such practice may be gleaned from first-hand reports of aspiring players (Fatsis, 2002) as well as instructional resources written by established experts (Edley & Williams, 2001). These sources emphasized activities such as the targeted study and memorization of word lists, activ- ities to strengthen facility in anagramming, and exercises to im- prove tactical strategies specific to the game of SCRABBLE. However, SCRABBLE players are not required to know the mean- ing of a word nor how to pronounce it to use it during game play. It is therefore reasonable to argue that deliberate practice in SCRABBLE may result in the development of specialized skills related to the retrieval of tactically important words and their visual recognition among a set of scrambled letters without nec- essarily requiring superior verbal aptitude or intelligence in the broader sense, and we refer to the hypothesis of a distinct ability to access words based on both visual letter cues (anagramming) and their value in SCRABBLE play as the anagrammatic word- identification skill hypothesis. Hence, better players have acquired highly specific skills relevant to anagramming words and identi- fying them as legal plays. This hypothesis makes several concrete predictions that can be examined using the expert-performance approach. In this paper, we first describe how we created a representative SCRABBLE problem-solving task involving simulated SCRAB- BLE game positions while following some of the same design principles successfully applied to the study of expert performance in chess (De Groot, 1946/1978; van der Maas & Wagenmakers, 2005). Given that this task is designed to capture both hypothe- sized aspects of SCRABBLE skill (namely anagramming and knowledge of game-relevant words), we predict that performance on the SCRABBLE problem-solving test will strongly differentiate between players who are known to perform at superior levels in SCRABBLE tournaments and players who are known to perform at only average levels based on tournament ratings. Second, we attempt to test our anagrammatic word-identification skill hypoth- esis about the cognitive underpinnings of SCRABBLE expertise by incorporating methodological elements from both the individ- ual differences and expert-performance research approaches. Fol- lowing the expert-performance approach, if we were able to suc- cessfully capture high-level SCRABBLE skill with our SCRABBLE move-selection task, then a systematic analysis of the verbal protocols collected during this task should be helpful in detecting the presence or absence of the specialized word gener- ation and detection mechanisms that are proposed to mediate superior SCRABBLE performance as specified by the anagram- matic word-identification skill hypothesis. However, we should also be able to relate the underlying structure of these mechanisms to a set of verbal ability tasks that are either highly representative of the particular demands imposed by the SCRABBLE game environment as well as to similar tasks that are not representative. Our hypothesis predicts that SCRABBLE skill will predict perfor- mance among skilled players only on tasks that are related to SCRABBLE task demands. Finally, we collect retrospective esti- mates of current and accumulated SCRABBLE practice activities to obtain potential insights into the development of the cognitive mechanisms mediating superior SCRABBLE performance. Based on the anagrammatic word-identification skill hypothesis, as well as the broader theory of deliberate practice (Ericsson et al., 1993), we hypothesize that expert SCRABBLE players have acquired the knowledge necessary for success in high-level tournament play by engaging in outside activities designed to improve specific aspects of SCRABBLE performance. Thus, rather than merely playing SCRABBLE against other people, aspiring players will engage in focused study activities designed to increase their skill at anagram solution and improve their knowledge of strategically important words. An addendum to this hypothesis is that individuals who engage in SCRABBLE-relevant activities may be differentiated from non-SCRABBLE players with respect to their broader verbal abilities or aptitudes, either due to self-selection into the domain or due to the requirement for high initial levels of these abilities for competitive performance levels. We thus assess the degree to which rated SCRABBLE players are representative of the greater population of individuals presumed to have at least average levels of verbal ability, but who have only minimal experience with this particular skill domain. Method Participants A total of 40 tournament-rated SCRABBLE players (29 male, 11 female), ranging from 21 to 83 years of age (M 47.7, SD 14.9) participated in the study after responding to public announce- ments about the project on SCRABBLE-related Websites. These players were selected solely on the basis of their self-reported skill rating in the NSA (National SCRABBLE Association), which were verified against their official ratings as reported in publicly 126 TUFFIASH, RORING, AND ERICSSON available lists (see http://www.scrabble-assoc.com/ratings/). Dur- ing recruitment, we specifically targeted players from two rating ranges: 800 to 1200, or 1600 and above. The lower rating range was intended to capture the level of skill representative of the average player in the NSA. The higher rating range was intended to capture the level of skill representative of players who typically compete in the top division of the National SCRABBLE Cham- pionship (i.e., those who would be eligible for the title of National SCRABBLE Champion), and who established players would be most likely to regard as experts (cf. Fatsis, 2002). The final elite rated player subsample consisted of 20 partici- pants (19 male, 1 female) with a mean NSA rating of 1772 (SD 89). Given that the variances of the two samples were unequal, we used the appropriate t test for this case. The mean NSA skill rating for this group was not significantly different from the mean skill rating of all Division 1 contestants (n 153) at the 2004 NSA Championship (M 1788, SD 107, range 1498 to 2051), t(26.6) 0.76, ns. The final average rated player subsample consisted of 20 participants (10 male, 10 female) with a mean NSA rating of 1005 (SD 93). The mean NSA rating for this group was not significantly different from the mean rating of all other active NSA members (n 6,993) at the start of the study (August, 2004 rating list: M 979, SD 368, range 283 to 2052), t(20.7) 1.19, ns. All rated participants completed testing at various locations near SCRABBLE tournament sites or local SCRABBLE clubs between August 2004 and August 2005, and were paid $40 for completing the 2-hr test session plus an additional $10 for completing a mail-back survey about their past and present SCRABBLE-related activities. The mean age of the elite rated player subsample (M 42.7, SD 11.3 years) was significantly lower than that of the average rated player subsample (M52.7, SD 16.6 years), t(38) 2.23, p .05, d 0.71. However, these two subsamples did not differ significantly from each other with respect to their self-reported years of education (elite player subsample M 16.3, SD 3.0 years; average player subsample M 17.4, SD 3.6 years), t(38) 1.02, ns; nor did they differ significantly from each other with respect to their self-reported years of SCRABBLE experience (elite player subsample M27.9, SD 11.6 years; average player subsample M 35.2, SD 11.7 years), t(38) 1.97, ns. An additional sample of 40 unrated, novice SCRABBLE players (5 male, 35 female), ranging from 18 to 22 years of age (M18.6, SD 0.6 years) was obtained from a pool of undergraduate students enrolled in an introductory university psychology course during the 2005/2006 academic year. All novice participants re- ported playing SCRABBLE at least once in their lifetime, but none of them reported any previous SCRABBLE tournament experi- ence. Participants in the novice sample completed the same battery of tests taken by the tournament-rated SCRABBLE players, but received credit toward the fulfillment of experimental participation requirements for their introductory psychology course instead of cash payments. Representative SCRABBLE Problem-Solving Task To accurately reproduce the essential cognitive and behavioral demands imposed by competitive SCRABBLE, while minimizing the potential effects of previous exposure to specific game situa- tions (such as those found in published strategy books or annotated championship tournament games), we generated a collection of novel game positions using a widely available computerized ver- sion of SCRABBLE (Atari, 2001). Positions were reached after allowing the program to play against itself, with the softwares skill level set to mimic the performance of the best SCRABBLE tournament players in the world (rating of around 2100; see Sheppard, 2002). The selection of specific positions was partly guided by the desire to have solutions that expert SCRABBLE players should know based on their purported study of certain word lists (three- and four-letter words, words containing the letters J, Q, X, or Z) or common bingo words (i.e., words that are typically seven or eight letters in lengthplays that use all seven letters on a players rack result in a 50 point bonus and thus typically constitute the most desirable plays; cf. Edley & Williams, 2001; Fatsis, 2002). A preliminary set of 15 game positions were presented to a small sample of local tournament- rated players (novice through subexpert) to determine the effi- ciency of the task at differentiating between varying skill levels, to estimate the general time frame required for skilled players to choose a reasonable move, and to check the frequency with which experienced players might recognize the best solutions to the positions without any thought or deliberation (due to either their exceptionally high frequency of occurrence or to the similarity between the test position and a position from a well-known pre- vious game, such as those found in published strategy books or annotated championship matches). Twelve positions (1 opening, 10 midgame, 1 endgame) were extracted from the original 15-item set to create a diverse sample of positions that might be encoun- tered during highly competitive SCRABBLE play, but that could be completed in approximately 1 hr at a time limit of 5 minutes per position. The game boards for the final 12 positions were con- verted to high-resolution computer files, enlarged to match the size of a standard SCRABBLE grid, printed on white nonglossy poster paper, and mounted on black mat board to allow for rapid presen- tation and repeated use (see Halpern & Wai, 2007, p. 81, for a photo of an actual SCRABBLE game board). During test administration, participants were shown one game position at a time, along with a plastic SCRABBLE tile rack containing the wooden letter tiles that were assigned to the human player for the corresponding position during the simulated source game. To further mimic the natural conditions of competitive play, each participant received an official tournament scoresheet with each game position showing the total point scores obtained by both of the simulated players (self and opponent) up to the current point in the simulated game, and participants were permitted to write down any information that they wished on these sheets. Once all of the materials for a given test position were placed in front of the participants, they were instructed to find the best move for that position in 5 minutes or less. They were permitted to move and rearrange the letter tiles on the tile rack in any manner that they wished, and when they were ready to select their moves, partici- pants were instructed to place their letter tiles onto the game board exactly as if they were playing a real SCRABBLE game. Partici- pants were also instructed to provide both concurrent and retro- spective think out loud reports (Ericsson & Simon, 1993) during each problem in the SCRABBLE problem-solving test. Think- aloud instructions followed a standard script, with all participants completing a series of non-SCRABBLE practice problems (i.e., letter arithmetic) prior to the start of the SCRABBLE problem- 127 SPECIAL ISSUE: EXPERT PERFORMANCE IN SCRABBLE solving test to orient them to the verbal reporting procedure (contact authors for verbatim think-aloud instructions and warm-up problems). Participants move choices were scored according to the raw number of points that their chosen plays would have produced for each position, providing a potential range from 0 for any illegal move to 98 for the highest-scoring best move (Item 12). The total number of points across the 12 different positions was the primary dependent variable for this task. Participants from both rated-player groups were largely successful in selecting legal move choices: There were only 15 nonlegal plays (words that were not listed in the SCRABBLE dictionary; Merriam-Webster, 1996) across all 12 test positions (11 by average-rated players, 4 by elite players), comprising approx- imately 3% of all move choices. We computed an internal consis- tency coefficient (Cronbachs alpha) of .90 for the final 12-item SCRABBLE problem-solving test, with an average interitem cor- relation of .55both figures roughly conforming to the guidelines for reliability in applied measures of narrowly defined constructs (Clark & Watson, 1995; Nunnally, 1967). Standardized Verbal Ability Tests Digit-symbol. The WAIS III Digit-symbol coding test (Wechsler, 1997) was administered as a proxy measure of perceptual speed. Participants were given 2 minutes to complete as much of the coding sheet as possible, working from left to right without skipping any symbol response boxes or rows. Scores were obtained by counting the total number of symbols correctly coded within the 2-minute time limit. This test also served as a filler task to reduce potential contamination between the previous SCRABBLE move-selection test and subsequent ver- bal ability tests in which participants might be asked to generate or respond to words that they previously encountered or generated during the SCRABBLE problem-solving test positions. Wechsler reported an average testretest reliability coefficient of .86 for this test in a standardization sample ranging from 16 to 89 years of age. Letter fluency. Participants were asked to verbally generate as many words as possible containing certain letters. Each participant was prompted to generate words beginning with F, A, S, and UN-, as well as four-letter nouns, with a time limit of 1 minute per letter category. The selection of the F-, A-, and S- prompts was based on their use as a standard neuropsychological measure of verbal fluency (Borkowski, Benton, & Spreen, 1967). UN-words (words with the prefix UN) were used because SCRABBLE players claimed to study lists of words with common prefixes as a training technique (Edley & Williams, 2001; Schachner, 1998). Four-letter nouns were added as a control cat- egory representing a word-related constraint (i.e., part of speech) hypothesized to have minimal correspondence with the demands placed on word generation by the rules of SCRABBLE game play. Responses were audiotaped for postsession scoring and analysis. Internal consistency (Cronbachs .87) for the three traditional verbal fluency items (FAS) was in line with estimates reported in the clinical neuropsychology literature (Spreen & Strauss, 1991). Vocabulary. Two standardized tests were used to measure general English vocabulary. First, participants completed the vo- cabulary test from the StanfordBinet Intelligence Test (SB III; Terman & Merrill, 1960), in which a set of 45 increasingly difficult words were read aloud by the test administrator, and the respondent was prompted to provide an oral definition for each word. Responses were tape recorded for later scoring and analysis. Second, participants completed the North American Adult Reading Test (NAART; Blair & Spreen, 1989), in which they were given a printed list of 61 words with instructions to read each and every word aloud at their own pace. Scoring on this test is based on correct pronunciation of the words according to a standard key. The test took approximately 2 to 3 minutes to complete, during which time the participants oral responses were audiotaped for postsession scoring and analysis. Both vocabulary tests were scored independently by two judges, and interrater reliability co- efficients for the SB III vocabulary test, r(38) .86, and the NAART, r(38) .91, were in line with values reported for these tests in the published literature (Terman & Merrill, 1960; Uttl, 2002). Anagrams. Fifty-one English anagrams created by Borzycki (2001) were presented via computer using E-Prime (E-prime, version 1.1.; Schneider, Eschman, & Zuccolotto, 2002). These anagrams ranged from five to eight letters in length, and were composed from source words at one of three levels of written word frequency (low 5, for all words; medium, M 116.7, SD 8.96; high, M 470.5, SD 149.6; Kucera & Francis, 1967). In the present study, the original 51-item set was divided into two testing blocks. During the first block (42 items), participants had 5 s to view and solve each anagram while thinking aloud. In the second block (9 items), participants had 20 s to view and solve each anagram while thinking aloud, and were then instructed to provide a retrospective think-aloud report for up to 10 s. The presentation order of the individual anagrams within each test block was randomized across participants to control for potential interitem facilitation or interference effects. Estimates of internal consistency (Cronbachs alpha) for the anagram task were .95 and .90 for the 5-s and 20-s blocks, respectively, and total scores for the two anagram blocks correlated highly with each other, r(78) .91, p .001. Due to the strong correlation between the first and second parts of this task, all results reported for anagramming performance are based on the combined total number of anagrams solved across the two blocks. The measures described above were administered in the follow- ing fixed order to all participants SCRABBLE problem-solving task, digit-symbol, verbal fluency, NAART, SB III vocabulary, and anagrams. Questionnaire Assessment of SCRABBLE Experience Participants received a seven-page background survey to be com- pleted at home and returned by mail. The survey contained items regarding the participants general background, SCRABBLE-related performance and experience milestones, current SCRABBLE-related activities, cumulative SCRABBLE activities, and personality traits. Current SCRABBLE-related activities included the number of hours of study in a typical week spent analyzing other peoples past SCRABBLE games, analyzing ones own past SCRABBLE games, making word lists, studying word lists, playing against a SCRABBLE computer program, playing SCRABBLE against other people (out- side of tournamentsas in club meetings or casual games played against friends), solving anagrams, solving theoretical SCRABBLE problems or tactical exercises, and playing other word games. Partic- ipants also reported their cumulative SCRABBLE activity within two 128 TUFFIASH, RORING, AND ERICSSON broad categoriessolitary study and competitive playby providing retrospective estimates of time spent on each activity during a typical week of the year at each age since they first began playing SCRAB- BLE. Although reliability estimates are not available for this partic- ular survey, previous research eliciting similar self-report practice estimates repeatedly from experts in sports and music have reported testretest reliabilities at or above .80 (Bengtsson et al., 2005; Cote, Ericsson, & Law, 2005). The entire SCRABBLE experience survey took approximately 30 minutes to complete, and participants received $10 for returning their completed surveys. Results Representative Task Performance Average scores on the move-selection task for the three tested skill groups are shown in Table 1. In support of our first predic- tionthat our SCRABBLE move-selection task would capture the skills that are supposedly reflected by SCRABBLE tournament ratingswe found that the SCRABBLE move-selection task scores and SCRABBLE tournament performance ratings were highly correlated, r(38) .89, and virtually unaffected by poten- tial confounds related to age or years of education, partial r(36) .88. In addition, results from a univariate analysis of covariance test (ANCOVA) with age and years of education as covariates indicate that our representative move-selection task strongly dif- ferentiated between our rated players, F(1, 36) 573.49, MSE 8,055, p .001, p 2 .94. Note that a test comparing the variances of the mean move-selection scores in these two groups was not significant, Levines F(1, 38) 0.39, ns, but the mean score difference was statistically significant both with and without the presence of the age and education covariates. The large effects reported here are consistent with the hypothesis that a laboratory measure requiring move decisions in response to representative SCRABBLE game situations could successfully capture individual differences in skill as measured by an ecologically valid perfor- mance criterion. SCRABBLE Problem-Solving Verbal Reports We conducted a preliminary analysis of our think-aloud ver- bal protocols to validate the anagrammatic word-identification skill hypothesis of skill group differences in representative SCRABBLE task performance. Because the verbal reports of our SCRABBLE players mainly consisted of strings of candidate solution words (e.g., CONNIES, CONES, CON, COSINE, CONINES), we simply coded each word from the verbalized word sequence as a bingo word, a nonbingo word, or a word that was illegal for the current position according to the Official SCRABBLE Players Dictionary (1996). For this specific five- word example, CONNIES would be coded as an illegal word, CONES, CON, and COSINE would be coded as nonbingo words, and CONINES would be coded as a bingo word (given that playing this in this position requires all seven letter tiles). We then calcu- lated the total number of words verbalized in each of these three categories by each participant during each SCRABBLE move selection. In the present analysis, we investigated protocols from 2 of the 12 positions, 1 containing a high-scoring bingo solution, and 1 in which the highest-scoring solution was a nonbingo word. Ob- served move scores on both items were significantly correlated with overall SCRABBLE test performance for the bingo, r(38) .87, p .001, and the nonbingo position, r(38) .34, p .05. Consistent with our hypothesis that SCRABBLE experts have studied specific lists of tactically important words, ANCOVA analyses controlling for age and education reveal that the number of verbalized bingo words was predicted by skill group in both the bingo, F(1, 35) 43.87, MSE .19, p .001, p 2 .56; and nonbingo problem, F(1, 35) 10.42, MSE .22, p .05, p 2
.23. In addition, we found that the overall number of words
generated during the 5-minute time limit was negatively predictive of SCRABBLE expertise group for the bingo problem, F(1, 35) 6.027, MSE 54.30, p .05, p 2 .15; but not for the nonbingo problem, F(1, 35) 0.30, MSE 103.85, ns. Finally, given our prediction that anagramming skill would differentiate stronger from weaker players, we examined the number of letters in the first candidate solution verbalized during both move-selection prob- lems. We found that skill group membership was significantly related to the number of letters contained in the first candidate solution generated during both the bingo, F(1, 35) 4.78, MSE 1.32, p .05, p 2 .12; and nonbingo problems, F(1, 35) 14.93, MSE 3.34, p .001, p 2 .29; consistent with better players having enhanced skill at mentally manipulating letters to form words. Verbal Ability Tests The mean scores of the two rated skill groups, as well as the novice group on the verbal ability tests are reported in Table 1. To evaluate the predictions of the anagrammatic word-identification skill hypothesis dealing with individual differences in performance on our verbal ability task battery, separate univariate ANCOVA tests were performed on each task to make comparisons between different skill groups while controlling for age and years of edu- cation. As predicted, significant differences between the two rated- skill groups were observed on the anagramming task, F(1, 36) 38.6, MSE 39.60, p .001, p 2 .51; and the UN-words letter fluency test item, F(1, 36) 12.63, MSE 20.11, p .05, p 2
.27. There were no significant differences, however, between elite
and average rated players on Digit-symbol coding, F(1, 36) 1.64, MSE 286.95, ns, p 2 .04; FAS letter fluency, F(1, 36) Table 1 Comparison of SCRABBLE Skill-Group Mean Scores (Standard Deviations in Parentheses) on Representative and Standardized Verbal Ability Tasks Task Elite Average Novice SCRABBLE move choice 452.5 (51.1) 261.8 (45.8) 115.8 (42.8) Digit-symbol coding 86.8 (22.2) 86.6 (16.5) 84.9 (12.5) Letter fluency FAS words a 65.2 (13.7) 61.9 (10.3) 41.5 (9.2) UN words 17.0 (5.4) 12.2 (3.8) 7.2 (2.6) Four-letter nouns 17.3 (5.7) 14.8 (5.6) 7.0 (4.0) Stanford-Binet vocabulary 33.4 (5.3) 33.0 (4.2) 23.4 (3.1) NAART 46.6 (4.9) 46.7 (5.5) 33.3 (5.9) Anagrams 37.4 (6.9) 21.9 (7.5) 7.4 (3.8) Note. NAART North American Adult Reading Test. a Combined total from F-, A-, and S- word prompts. 129 SPECIAL ISSUE: EXPERT PERFORMANCE IN SCRABBLE 0.22, MSE 152.11, ns; four-letter noun fluency, F(1, 36) 0.83, MSE 34.69, ns; SB III vocabulary, F(1, 36) 0.81, MSE 22.80, ns; or the NAART, F(1, 36) 0.01, MSE 29.15, ns. We also ran a series of t tests to compare the combined elite- and average-rated SCRABBLE subsamples with the 40 unrated novice players on our verbal ability test battery (see Table 1). These comparisons showed that the rated players demonstrated signifi- cantly higher mean performance than the college students on the SB III vocabulary test, t(78) 10.89, p .001, d 2.46; the NAART, t(78) 10.62, p .001, d 2.37; FAS letter fluency, t(78) 9.33, p .001, d 0.68; UN-word fluency, t(78) 7.95, p .001, d 0.41; and four-letter noun fluency, t(78) 8.03, p .001, d 1.79. However, we did not find a significant difference in performance between rated players and novice college students on the Digit-symbol coding test, t(78) 0.49, ns. SCRABBLE-Related Activities and Cumulative Practice Estimates Skill group means for the elite- and average-rated players on the complete set of current SCRABBLE-related activities are listed at the top of Table 2. Consistent with our third hypothesis, elite SCRABBLE players spent significantly more time engaged in current activities involving focused study of SCRABBLE-related task materials; specifically, analysis of their own previous games, F(1, 35) 6.03, MSE 3.50, p .05, p 2 .15; and solving anagrams, F(1, 35) 5.47, MSE 80.57, p .05, p 2 .14; but significantly less time playing word games other than SCRAB- BLE, F 4.92 (1, 35), MSE 188.15, p .05, p 2 .12. However, elite- and average-rated players did not differ in their estimates of time spent during a typical week analyzing other players previous games, F(1, 35) 0.27, MSE 0.15, ns; playing in SCRABBLE tournaments, F(1, 35) 1.04, MSE 8.92, ns, p 2 .02; playing SCRABBLE against other people for fun, F(1, 35) 1.42, MSE 24.16, ns p 2 .03; playing SCRABBLE against a computer program, F(1, 35) 0.15, MSE 11.96, ns; studying word lists, F(1, 35) .12, MSE 7.50, ns, p 2 .05; making word lists, F(1, 35) 0.01, MSE 1.47, ns; or solving theoretical SCRABBLE problems, F(1, 35) 0.55, MSE 0.88, ns. Skill group differences in retrospective estimates of SCRAB- BLE activity accumulated over longer time intervals are shown in the lower portion of Table 2. Using the participants self-report survey estimates of their hours spent on each activity during a typical week of each year, we calculated cumulative estimates of serious SCRABBLE study time and serious SCRABBLE playing time over three long-term intervals lifetime, past 10 years, and all years since joining a SCRABBLE club. Although the table contains group means and standard deviations for the raw time estimates, these estimates were log transformed prior to group comparisons in accordance with common practice for these types of variables (see Charness, Krampe, Mayr, 1996). Statistical com- parisons (ANCOVA) of the differences between our elite- and average-level player groups yielded statistically significant and large skill effects for all six of the (log transformed) cumulative activity variables after accounting for age and years of education. Specifically, skill group predicted lifetime accumulated study, F(1, 36) 21.28, MSE 6.28, p .001, p 2 .37; accumulated study in clubs, F(1, 35) 20.22, MSE 4.52, p .001, p 2 .37; accumulated study over the past 10 years, F(1, 34) 17.44, MSE 3.20, p .001, p 2 .34; lifetime competitive play, F(1, 36) 28.72, MSE 3.00, p .001, p 2 .44; lifetime club play, F(1, 36) 28.25, MSE 3.30, p .001, p 2 .44; and competitive play over the past 10 years, F(1, 36) 14.99, MSE 1.94, p .001, p 2 .29. Furthermore, self-report estimates of anagramming practice during a typical week were significantly correlated with anagramming task performance, r(37) .39, p .05. Discussion Overall, our study was successful in demonstrating how the expert-performance approach can be applied to improve under- standing of superior performance in a specific skill domain. We successfully completed the first step of the expert-performance approach by demonstrating a strong statistical relationship be- tween move-selection during representative SCRABBLE game situations and skill ratings extracted from real SCRABBLE tour- naments. Subsequent analyses of the think-aloud verbalizations generated during the move-selection task and the scores from a variety of standardized and laboratory-based verbal ability tasks then allowed us to successfully complete the second step of the expert-performance approach by identifying critical cognitive sub- components of SCRABBLE play that were consistent with our anagrammatic word-identification skill hypothesis. Specifically, our preliminary analyses of the think-aloud reports showed that experts generated more bingo words than do novices, and that their initial response to a problem tended to have more letters, both Table 2 Rated-Player Skill Group Mean Time Estimates (in Hours; Standard Deviations in Parentheses) for Current and Cumulative SCRABBLE-Related Activities Current activities Elite Average Analysis of own previous SCRABBLE games 0.9 (0.8) 0.2 (0.6) Analysis of others previous SCRABBLE games 0.2 (0.2) 0.1 (0.4) Anagramming 4.2 (5.0) 0.8 (1.4) Playing other word games/puzzles 0.1 (0.3) 4.0 (8.8) Playing SCRABBLE against others (tournament) 2.1 (2.1) 1.7 (3.7) Playing SCRABBLE against others (nontournament) 7.3 (4.7) 5.6 (5.5) Playing SCRABBLE against a computer 2.1 (3.1) 2.0 (3.6) Studying word lists 2.6 (3.6) 0.8 (1.0) Making word lists 0.9 (1.1) 0.6 (1.1) Solving (theoretical) SCRABBLE problems 0.2 (0.4) 0.5 (1.2) Cumulative activities Serious study: Lifetime 5,084.1 (4,818.4) 1,318.2 (1,464.6) Serious study: Club years 4,830.6 (4,785.7) 1,224.6 (1,465.2) Serious study: Past 10 years 3,541.0 (3,467.2) 886.6 (801.9) Competitive play: Lifetime 6,043.4 (4,019.8) 2,378.7 (2,364.6) Competitive play: Club years 5,522.1 (4,205.4) 1,823.6 (1,931.3) Competitive play: Past 10 years 3,901.0 (2,609.2) 1,626.9 (1,575.9) 130 TUFFIASH, RORING, AND ERICSSON findings was consistent with the notion that better players have accumulated more orthographic word knowledge and are thus better able to locate high-scoring solutions from anagrammatic letter arrays. Complementary findings from the broader task bat- tery then illustrated how laboratory and standardized measures of verbal ability corresponding to facility in orthographically based word retrieval and recognition (i.e., letter fluency and anagram- ming) could differentiate between elite and average-rated players, even though the two groups were not significantly different from each other on other measures of verbal knowledge strongly em- phasizing the semantic or phonological properties of language (i.e., word definition or pronunciation vocabulary). Finally, we uncov- ered information about the types of training experiences support- ing the acquisition of superior SCRABBLE performance by using self-report estimates of current and accumulated time spent on different types of SCRABBLE-related activities. SCRABBLE ex- pertiseas represented by performance on both the external cri- terion measure (i.e., NSA ratings) as well as performance on laboratory measures (i.e., move selection and anagramming) was significantly associated with the quantity of time spent on SCRABBLE-related activities that best met the theoretical descrip- tion of deliberate practice, but was not significantly related to the quantity of time spent on other activities that would be considered suboptimal forms of training according to the principles of delib- erate practice theory. Implications for the Study of Representative Task Performance Analyses concerning the reliability and validity of our central representative taskSCRABBLE game move-selectionare en- couraging on multiple levels. First, the external validity of our representative task was at or above the same level found in other recent studies employing similar techniques. For instance, van der Maas and Wagenmakers (2005) reported correlations of .78 and .81 between chess tournament ratings and two versions of a 40- item chess move-choice task. As in our task, their measure also employed static game positions and required participants to select the best move under a specified time constraint. However, our task did just as well, even though we employed a much smaller pool of items and administered them to a relatively small sample. It is also worth noting that we were able to obtain a high degree of external validity from samples of widely divergent skill levels while simul- taneously collecting think-aloud reports. This finding is particu- larly important in light of long-standing concerns about the poten- tial interference of verbal report methods with the cognitive processes required to complete difficult problem-solving tasks (Ericsson, 2006b; Ericsson & Simon, 1993). Implications for the Study of Cognitive Mechanisms Mediating Superior Verbal Abilities Our analysis of expert SCRABBLE performance is broadly consistent with the notion that experts acquire domain-specific representations to support effective encoding and access from long-term memory as a form of working memory (LTWM; Ericsson & Kintsch, 1995). For instance, it is possible that such structures mediate the solution of difficult anagrams, particularly when large numbers of letters are mentally manipulated under time constraints (cf. Borzycki, 2001). However, further research is needed to formulate and test more detailed accounts of how LTWM theory might account for exceptional skill in word gener- ation during SCRABBLE games or related word-retrieval activi- ties like anagramming. With respect to the role of individual difference in verbal abilities, our findings are consistent with research from other skill domains. Although our task battery was not an IQ test, our results are generally consistent with the common finding that IQ and other measures of general cognitive ability become weaker correlates of task-specific skills with increasing domain activity (e.g., Ackerman, 1987; Bilalic et al., 2007; Hulin, Henry, & Noon, 1990; Keil & Cortina, 2001). However, a more surprising finding was the discovery that our rated SCRABBLE players as a whole exhibited superior performance relative to college students for all but one test (Digit-symbol) in our ability battery. This difference is con- sistent with the findings of Halpern and Wai (2007), who also reported a significant difference between the vocabulary test scores of rated SCRABBLE players and undergraduate college students, as well as with the results from Andreasen (1987), who reported significantly higher vocabulary scores of eminent writers when compared to an age- and education-matched control group. Consequently, competitive SCRABBLE players level of perfor- mance on standardized verbal ability measures are probably not representative of verbal ability test performance within the general population of college students. To investigate whether our data were consistent with the no- tion of a verbal ability threshold for acquiring expertise in SCRABBLE, we searched for clear counterexamples of individu- als within our elite-rated sample performing at or below the mean score for our college student novice sample on our tests of verbal ability. This search revealed several such cases for one of our standardized vocabulary measures (SB III) as well as one of our contrived verbal fluency measures (four-letter nouns). The exis- tence of individuals exhibiting characteristically normal levels of verbal ability test performance who have achieved superior levels of SCRABBLE performance suggests that high scores on verbal ability tests should not be considered a prerequisite for becoming a SCRABBLE expert. More interesting, Halpern and Wai (2007) reported a significant correlation (r .45) between vocabulary and SCRABBLE ratings in the text of their document, but in their Table 4, the same correlation is reported as zero, due to missing values for some rated players (D. Halpern, personal communication, February 28, 2007). This would imply that the effect reported in the text was driven by a couple of cases, and thus, not necessarily generalizeable to the rest of the sample. Thus, their data is consistent with ours given that for most of their participants the correlation between the vocabulary test and the SCRABBLE ratings was not significant. The lack of substantial correlations between the vocabulary and NAART tests on the one hand, and SCRABBLE expertise may not be a decisive indicator of the lack of ability correlations with individual differences in SCRABBLE expertise, because these tests only capture part of the wide range of abilities that underlie verbal IQ. It may be that these tests are not at either the optimal level of specificity/generality, or that they are not assessing critical verbal abilities for SCRABBLE performance, such as might be obtained with ability measures like memory for meaningful mate- rial, phonetic decoding, spelling, and so on (e.g., see Horn, 1989). 131 SPECIAL ISSUE: EXPERT PERFORMANCE IN SCRABBLE See Wittmann & Su (1999) for a discussion of Brunswik sym- metry and the selection of predictors for criterion task performance issues. One plausible explanation for the superior verbal ability test scores of the rated SCRABBLE players in our study is that the types of individuals who play SCRABBLE at a competitive level already had a strong interest in verbal activities prior to their first encounter with this game. Indeed, it seems highly likely that SCRABBLE novices could benefit from possessing above-average amounts of English word knowledge acquired through casual experience. Prior to significant engagement in specific activities designed specifically to improve SCRABBLE performance, indi- viduals have minimal SCRABBLE-specific knowledge to call on when making game-related decisions. Thus, novices are likely to rely more heavily on the kinds of verbal knowledge gained through exposure to the standard school curriculum or everyday leisure activities. This explanation could potentially account for the sig- nificant correlations between vocabulary and skill ratings in sam- ples composed primarily of nonrated amateurs and intermediate- level rated SCRABBLE players (Borzycki, 2001; Halpern & Wai, 2007; for a related discussion of crossword puzzle solvers, see Hambrick, Salthouse, & Meinz, 1999). However, it is also possible that the difference between rated and unrated SCRABBLE players in performance on the standardized verbal ability tests is itself partly a consequence of extensive SCRABBLE competition and intensive study of verbal materials. If the most effective deliberate practice activities in SCRAB- BLE primarily shape only SCRABBLE-specific performance mechanisms, then our failure to detect a significant difference in vocabulary between elite- and average-rated SCRABBLE players with roughly equal amounts of education on two different stan- dardized vocabulary tests may simply be evidence supporting the popular belief that success at the highest levels of competition has little, if anything, to do with ones knowledge of word meanings (Edley & Williams, 2001; Fatsis, 2002). Unfortunately, our small sample size, quasi-experimental design, and cross-sectional obser- vations prohibit us from drawing stronger conclusions about this and other potential explanations. We suggest that in the future, researchers interested in these issues consider incorporating lon- gitudinal measurement techniques, large random samples, and a broader selection of standardized aptitude measures to examine whether individual differences in general abilities or basic cogni- tive processing capacities have any causal influence on the devel- opment of skilled SCRABBLE performance. Implications for the Theory of Deliberate Practice Finally, the pattern of significant skill-group differences that we observed for estimates of cumulative and recent time spent on SCRABBLE-related activities is largely consistent with the results from other studies of practice in SCRABBLE (Borzycki, 2001; Halpern & Wai, 2007), music (Ericsson et al., 1993; Sloboda, Davidson, Howe, & Moore, 1996), chess (Charness et al., 1996; Charness, Tuffiash, Krampe, Reingold, & Vasyukova, 2005), and sports (Ward, Hodges, Williams, & Starkes, 2004; Ward & Williams, 2005). We found significant differences between elite and average-rated players on estimates of both cumulative SCRABBLE study and playing time, with many of the top players reporting cumulative estimates of between 5,000 and 10,000 hr since their first exposure to the game. However, we did not find particularly strong skill-group differences in estimates of current SCRABBLE activities that were broken down into more specific task categories. To some degree, this may simply reflect week-to- week variability in the amount and type of domain-relevant activ- ities undertaken, with many serious players possibly concentrating the majority of their study time during the weeks or days imme- diately preceding an important tournament (see Charness et al., 1996). However, we also acknowledge that our SCRABBLE ex- perience questionnaire was only intended to serve as a crude instrument for assessing an individuals SCRABBLE-related prac- tice and playing habits, and thus may not have captured all of the activities that are relevant to maintaining or improving ones SCRABBLE skill. Conceivably, other more intensive measures (e.g., daily time diaries; Deakin, Cote, & Harvey, 2006) could provide a more precise account of a SCRABBLE players daily or weekly activities. General Conclusions In most previous applications of the expert-performance ap- proach to skilled and expert performance, the identification and selection of representative tasks, specification of the mediating mechanisms, and delineation of domain-relevant deliberate prac- tice activities have been completed over a series of consecutive studies. In this paper, however, we conducted all three of these steps simultaneously. Although potentially a very efficient form of empirical inquiry, this particular implementation of the expert-per- formance approach is not without risk. Successful simultaneous application of the three steps requires that the hypothesized critical mechanisms (in this study, anagrammatic word-identification skill), be correctly inferred prior to the collection of any actual data. If our initial selection of laboratory tasks for capturing the representative demands of the true SCRABBLE task environment had been unsuccessful, then we would not have been able to identify the mechanisms that mediated superior performance, and we would have been unable to make inferences about the devel- opmental factors that led to such performance. As research with the expert-performance approach matures, and researchers develop more sophisticated means of eliciting and engineering knowledge about cognitive processing mechanisms, we believe that more investigators working in both laboratory and field settings will be able to save valuable time and resources by simultaneously con- ducting the three steps. At the same time, it is clear that the first studies in a domain will never account for all of the potentially relevant information about the structure and acquisition of expert performance in that domain: There will always be the need for subsequent studies to replicate the initial analyses, refine the measurement instruments, explore theoretically incongruent find- ings, and develop practical applications. More generally, our study of the structure and acquisition of expert SCRABBLE performance is consistent with an increasing body of knowledge that shows that the development of expert performance cannot be simply extrapolated from the study of skill acquisition after a few hours in the laboratory. Accounting for the superior performance of experts in everyday life appears to require a different approach, where performance is captured by carefully designed representative tasks and then systematically investigated with process-tracing techniques and experimental manipulations. 132 TUFFIASH, RORING, AND ERICSSON Previous applications of this approach have tended to focus on domains like chess, music, and sports, because they readily permit the direct observation and reproduction of superior performance by experienced individuals under controlled conditions. However, the challenge facing contemporary expert-performance researchers is to demonstrate how the principles and mechanisms proposed to explain high achievement in these kinds of skill domains can be used to explain human performance more generally. Although some scholars have already taken important steps in this direction (Ackerman, 2005; Ericsson, 2004), there is clearly a need for more research synthesizing the findings from studies of elite perfor- mance in competitive domains like SCRABBLE and chess with the findings from field studies of skilled performance in occupa- tional or everyday realms as well as from controlled laboratory studies of unskilled performance by novice learners. 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