Dr. Reuben Fine was a chess grandmaster, world champion contender, and clinical psychologist. He wrote books and articles on the interconnection between chess and psychology. Here below is an excerpt of his writing on the Psychology Of The Chess Player (1958).
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Chess is a contest between two men in which there is
considerable ego-involvement. In some way it certainly touches
upon the conflicts surrounding aggression, homosexuality,
masturbation and narcissism which become particularly prominent in
the anal-phallic phases of development. From the standpoint of id
psychology, Jones' observations can therefore be confirmed, even
enlarged upon. Genetically, chess is more often than not taught to
the boy by his father, or a father-substitute, and thus becomes a
means of working out the son-father rivalry.
The symbolism of chess lends itself to this rivalry in a most
unusual way. Central to it is the figure of the King. [In
chess literature it is customary to capitalize the names of the
pieces, and I shall adhere to this practice.] The King occupies a
crucial role in the game in all respects. It is the piece which
gives the game its name; for, chess is derived from the Persian
shah meaning King, and is more or less the same in all languages.
In fact, the three universal words in chess are chess, check, and
King, all of which derive from shah. All other pieces have varying
designations in different languages. Thus, Queen in Russian is
Fyerz, which has nothing to do with woman; Bishop is Fou or jester
in French, Laufer or runner in German.
Except for the King chess is a simple logical construction on
the board. There is one piece which moves along diagonals (the
Bishop), one which moves along ranks and files (the Rook), one
piece which moves only forward (the Pawn), and when it can no
longer move forward turns into another piece which allows it
mobility (promotion), one piece which moves any number of squares
in any straight-line direction (the Queen), one piece which moves
one square in any direction (the King), and a piece which combines
the vertical-diagonal movement L-with the power to jump over other
pieces (the Knight). It would be possible to devise new pieces, or
to divide their powers, and this has been done from time to time;
for example, a piece combining the movement of Knight and Queen has
been suggested. Or one could have two kinds of Rooks, similar to
the two kinds of Bishops, one that moves along ranks, and another
that moves along files. All of these alterations would be direct
extensions of the rules we now have; they would not alter the basic
character of the game.
Board games essentially consist of placing the pieces on a
board in such a way that one can capture the enemy's men, as in
checkers, or get one's men to a predetermined position, as in
chinese checkers. Once this is accomplished the game is won. Here
the unique feature of chess comes in: the goal is to checkmate the
King. A completely new set of rules is drawn up, governing the
manner in which this checkmate may or may not be effected, and
these rules are the ones that give chess its distinctive cast. Of
course, the capture of the enemy's men is still there, but unlike
other games one can capture almost all the enemy's men and still
lose.
The King is thus indispensable and all-important. It is also
irreplaceable. Theoretically it is possible to have nine Queens,
ten Rooks, ten Knights or ten Bishops, as a result of Pawn
promotion, but only one King.
All these qualities of indispensability, all-importance and
irreplaceability make one think of the supreme rulers of the
Orient. Here, however, enters a vital difference: the King as a
piece is weak. Its powers are greatly limited. Approximate
equivalents can be set up for the other pieces; for example, three
Pawns are worth a piece, two pieces are worth a Rook and a Pawn,
etc. Because of the nature of the King it has no real equivalents.
Roughly, however, the King is a little stronger than a Pawn, but
not as strong as any of the pieces. As a result the King must hide
(castling) during most of the game. He can sally forth only when
many exchanges have take place, particularly when the Queens are
gone. Despite the fact that he is all-important, the other pieces
have to protect him not he the others.
As far as I have been able to ascertain, [endnote] no other
board game has a piece which so radically alters its entire nature.
In checkers, for example, the King is simply an extension of the
powers of the men, and can be captured just like the others. It is
the King which makes chess literally unique.
Consequently, the King becomes the central figure in the
symbolism of the game. To recapitulate briefly: the King is
indispensable, all-important, irreplaceable, yet weak and requiring
protection. These qualities lead to the over-determination of its
symbolic meaning. First of all, it stands for the boy's penis in
the phallic stage, and hence re-arouses the castration anxiety
characteristic of that period. Second, it describes certain
essential characteristics of a self-image, and hence would appeal
to those men who have a picture of themselves as indispensable,
all-important and irreplaceable. In this way it affords an
additional opportunity for the player to work out conflicts
centering around narcissism. Third, it is the father pulled down
to the boy's size. Unconsciously it gives the boy a chance to say
to the father: To the outside world you maybe big and strong, but
when we get right down to it you're just as weak as I am and you
need protection just as much as I do.
Games inherently involve a leveling-off process; on the track,
on the baseball diamond, on the chessboard all men are equal. In
chess, however, there is an additional factor which differentiates
it from other games: there is a piece which is different in value
from all the others and around which the game revolves. The
existence of the King allows an identification process which goes
far beyond that permitted in other games. [Dr. Theodor
Reik has pointed out that the rules surrounding the chess King are
strikingly similar to many of the special taboos surrounding
primitive chieftains. See section (b) The Taboo of Rulers in Part
II of S. Freud, Totem and Taboo.] In this way chess allows for a
strong assertion of game individuality.
Rook, Bishop, Knight and Pawn also frequently symbolize the
penis. In addition they may have other meanings. To one player
the Bishop was libidinized as a superego figure-the name was taken
literally. The Knight may symbolize a horse, which it is also
sometimes called.
The Pawns symbolize children, particularly little boys. They
can grow up (promote) when they reach the eighth rank, but it is
again significant that they may not become "King." Symbolically,
this restriction on Pawn promotion means that the destructive
aspect of the rivalry with the father is emphasized, while the
constructive side, which would allow the boy to become like the
father, is discouraged. We would, therefore, anticipate on the one
hand a very critical attitude towards authority in the chess
player, and on the other an inability or unwillingness to follow in
the same direction as his father [It has been my
observation that very few chess experts have sons who are also
strong chess players; unconsciously the father does not permit the
identification to take place.] The contrast between the mighty
King and the lowly Pawn again comes to symbolize the ambivalence
inherent in the chess player's self-image, an ambivalence which is
also apparent in the figure of the King himself.
The Queen will, as might be expected, stand for the woman, or
the mother-figure. It was not until the introduction of chess into
Europe in the thirteenth century that the Queen became the powerful
figure she is today. This is evidently a direct reflection of the
differing attitudes towards women in east and west. Jones comments
that psychoanalysts will not be surprised to learn that in the
attack on the King (father), the most powerful support is provided
by the Queen.
Put together, the chess board as a whole may readily symbolize
the family situation. This would explain the fascination of the
game. Lost in thought, the player can work out in fantasy what he
has never been able to do in reality.
If we turn now to the ego of the chess player, we note to
begin with that he uses primarily intellectual defenses. In chess,
thought replaces action. As contrasted with other sports such as
boxing, there is no physical contact whatsoever. There is not even
the intermediate form of contact found in tennis or handball, in
which both men hit the same object. The chess player is permitted
to touch his opponent's pieces only for purposes of a capture,
when, according to the rules, the piece must be removed from the
board.
As the players become more expert, the taboo on touching
becomes even stronger. In master chess the rule of "touchmove" is
observed. If a player touches a piece he must move it. If he
touches it by accident he must say "j'adoube", which means "I
adjust" in French. Those who play by the rules are required to say
this in French.
In one form of the game, known as correspondence chess, the
distance between the two men is carried even further, in that the
opponents never see one another. Tle entire game is played by
mail. Here it is permissible to touch the pieces, but of course
the players never meet.
In view of the profuse phallic symbolism of the game, the
taboo on touching has unconsciously two meanings, or, put another
way, the ego wards off two threats. One is masturbation (do not
touch your penis; do not touch your pieces, and if you do, have an
excuse ready). The other threat is homosexuality, or bodily
contact between the two men, especially mutual masturbation.
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