How do you react to falling behind in a game or to an unexpected play by your opponent that disrupts your carefully laid plans? If you become upset, defensive, worried (if you are like me), you may have the wrong hobby! On the other hand, if you become excited, energized (in a word - 'happy') at the challenge, you may be more likely to come up with a creative response that fits well in the situation. Plus you may be able to do it in less time than we worried ditherers require to decide on a lesser move.
Are the very top pros separated from the not-quite-top simply by how much fun they think it is to suddenly have disaster staring them in the face with only 60 seconds left to find an answer? In his blog post after qualifying as the Honinbo challenger, Takao Shinji wrote that he was really happy about playing a 7-game match with Iyama Yuta. Maybe he wasn't kidding!
Two recent finds led to write this post: this
John Cleese video on creativity and play, and a section in Joseph Hallinen's "Why We Make Mistakes" on the effect of happiness on creativity. The first led me to the early work on the psychological traits of creative people by D. W. MacKinnon and others (sorry, I could not find a non-pay-walled version of these papers). The second led me to the work on
happiness and creativity by Alice Isen and others and the work on
creativity in organizations by Teresa Amabile and others.
In Cleese' presentation we are more creative when we are able to be playful, and have the time to do it. The effect of time pressure on pulling out of play mode and back to a cold, hard uncreative reality rings true for those of us who hate byo yomi. Are people who are good at blitz those who are best at keeping it in perspective and just see the time shortage as a fun aspect of the game rather than a threat?
Isen wrote the book (if you'll pardon the expression

) on the positive effect of happiness ('affect' in psycho-babel) on our ability to be creative and decisive. We are more creative, more decisive, and more efficient when we are happy than when we are not. The old saying, "Necessity is the mother of invention" may only be true if we can actually enjoy being pushed by necessity.
Amabile's work is interesting for L19'ers because of the important role assigned to 'expertise' in creativity - you can't really be creative unless you have skills relevant to the challenges that you face. In Amabiles' work creativity means the production of ideas or outcomes that are both novel and appropriate to some goal - if it is novel but inappropriate, you have not yet managed to be creative. In other words, those 10,000 hours of practice give you the basic skills necessary for successful creativity.
All this also seems to tie in to Kirby's recent topic on
the caring threshold. Kirby put it down to having played enough to have formed the habit of just playing a "typical Kirby move" rather than reading further. Yet Amabile lists 'task motivation' as one of the components of creativity and writes,
"Task motivation makes the difference between what our [example person] can do and what he will do. The former depends on his levels of domain-relevant skills and creativity-relevant skills. But it is his task motivation that determines the extent to which he will fully engage his domain-relevant skills and creativity-relevant skills in the service of creative performance."
So is the problem that Kirby has built up a supply of readily available moves or that he is struggling to find the necessary motivation to go the extra mile?
One thing about playing on-line is that I often pop on when I have a little extra time, rather than when I have a little extra motivation. This may be the very worst thing to do in terms of performance! If I am playing over the board, at least I must have made a more significant decision to do so. I have to have left home and traveled to some location or another in order to play.
In a similar vein, I have never liked doing tsume go. I have always approached it as a study task that I ought to do to improve my overall Go skill. However, all the above has made me wonder if I would get more out of it and be better at it if I were able to view it as a game it itself, i.e. as a challenging and fascinating puzzle in its own right. Should I perhaps 'play' tsume go rather than study it?
What do you think of all this?

Oh, one more thing. All that discussion of
how good looking GoPanda 2 is or whether a good-looking interface on new servers is more important than other features?
Who coulda knowed?
_________________
Dave Sigaty"Short-lived are both the praiser and the praised, and rememberer and the remembered..."
- Marcus Aurelius; Meditations, VIII 21