Evaluating a Board Game Designed to Promote Young Children’s Delay of Gratification

ObjectiveDelay of gratification, or the extent to which one can resist the temptation of an immediate reward and wait for a larger reward later, is a self-regulatory skill that predicts positive outcomes. The aim of this research was to conduct initial tests of the effects of a board game designed t...

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Main Authors: Stephanie Anzman-Frasca, Anita Singh, Derek Curry, Sara Tauriello, Leonard H. Epstein, Myles S. Faith, Kaley Reardon, Dave Pape
Format: Article
Language:English
Published: Frontiers Media S.A. 2020-11-01
Series:Frontiers in Psychology
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/fpsyg.2020.581025/full
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spelling doaj-ffcda5ea9655476faa03241acfc2073c2020-11-25T04:10:40ZengFrontiers Media S.A.Frontiers in Psychology1664-10782020-11-011110.3389/fpsyg.2020.581025581025Evaluating a Board Game Designed to Promote Young Children’s Delay of GratificationStephanie Anzman-Frasca0Stephanie Anzman-Frasca1Anita Singh2Derek Curry3Sara Tauriello4Leonard H. Epstein5Leonard H. Epstein6Myles S. Faith7Myles S. Faith8Kaley Reardon9Dave Pape10Department of Pediatrics, Jacobs School of Medicine and Biomedical Sciences, University at Buffalo, Buffalo, NY, United StatesCenter for Ingestive Behavior Research, University at Buffalo, Buffalo, NY, United StatesCedars-Sinai Samuel Oschin Comprehensive Cancer Institute, Cedars-Sinai Medical Center, Los Angeles, CA, United StatesCollege of Arts, Media and Design, Northeastern University, Boston, MA, United StatesDepartment of Pediatrics, Jacobs School of Medicine and Biomedical Sciences, University at Buffalo, Buffalo, NY, United StatesDepartment of Pediatrics, Jacobs School of Medicine and Biomedical Sciences, University at Buffalo, Buffalo, NY, United StatesCenter for Ingestive Behavior Research, University at Buffalo, Buffalo, NY, United StatesCenter for Ingestive Behavior Research, University at Buffalo, Buffalo, NY, United StatesDepartment of Counseling, School, and Educational Psychology, Graduate School of Education, University at Buffalo, Buffalo, NY, United StatesDepartment of Pediatrics, Jacobs School of Medicine and Biomedical Sciences, University at Buffalo, Buffalo, NY, United StatesDepartment of Media Study, College of Arts and Sciences, University at Buffalo, Buffalo, NY, United StatesObjectiveDelay of gratification, or the extent to which one can resist the temptation of an immediate reward and wait for a larger reward later, is a self-regulatory skill that predicts positive outcomes. The aim of this research was to conduct initial tests of the effects of a board game designed to increase children’s delay of gratification via two experimental studies.MethodsPreschool children were randomized to play the study game or a control game. In Study 1, there were 48 children in the analytic sample, with a mean age of 4.81 ± 0.55 years; Study 2 included 50 children (M = 4.02 ± 0.76 years). Delay of gratification was assessed during the study game, as well as before and after game play sessions using the Marshmallow Test.ResultsIn both studies, the intervention group’s likelihood of delaying gratification during the study game increased across game-play sessions (p < 0.05). In Study 1, the intervention group also increased wait times during the Marshmallow Test versus controls (p = 0.047). In Study 2, there was no effect on Marshmallow Test wait times.ConclusionResults provide some initial evidence supporting potential efficacy of a board game designed to increase delay of gratification. Future research can clarify: (1) which components of game play (if any) are linked with broader changes in delay of gratification, (2) impacts of this intervention in more diverse samples, and (3) whether experimental manipulation of delay of gratification affects outcomes like achievement and weight, which have been linked to this skill in observational studies.https://www.frontiersin.org/articles/10.3389/fpsyg.2020.581025/fulldelay of gratificationchildrenboard gamegame-based learningself-regulation
collection DOAJ
language English
format Article
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author Stephanie Anzman-Frasca
Stephanie Anzman-Frasca
Anita Singh
Derek Curry
Sara Tauriello
Leonard H. Epstein
Leonard H. Epstein
Myles S. Faith
Myles S. Faith
Kaley Reardon
Dave Pape
spellingShingle Stephanie Anzman-Frasca
Stephanie Anzman-Frasca
Anita Singh
Derek Curry
Sara Tauriello
Leonard H. Epstein
Leonard H. Epstein
Myles S. Faith
Myles S. Faith
Kaley Reardon
Dave Pape
Evaluating a Board Game Designed to Promote Young Children’s Delay of Gratification
Frontiers in Psychology
delay of gratification
children
board game
game-based learning
self-regulation
author_facet Stephanie Anzman-Frasca
Stephanie Anzman-Frasca
Anita Singh
Derek Curry
Sara Tauriello
Leonard H. Epstein
Leonard H. Epstein
Myles S. Faith
Myles S. Faith
Kaley Reardon
Dave Pape
author_sort Stephanie Anzman-Frasca
title Evaluating a Board Game Designed to Promote Young Children’s Delay of Gratification
title_short Evaluating a Board Game Designed to Promote Young Children’s Delay of Gratification
title_full Evaluating a Board Game Designed to Promote Young Children’s Delay of Gratification
title_fullStr Evaluating a Board Game Designed to Promote Young Children’s Delay of Gratification
title_full_unstemmed Evaluating a Board Game Designed to Promote Young Children’s Delay of Gratification
title_sort evaluating a board game designed to promote young children’s delay of gratification
publisher Frontiers Media S.A.
series Frontiers in Psychology
issn 1664-1078
publishDate 2020-11-01
description ObjectiveDelay of gratification, or the extent to which one can resist the temptation of an immediate reward and wait for a larger reward later, is a self-regulatory skill that predicts positive outcomes. The aim of this research was to conduct initial tests of the effects of a board game designed to increase children’s delay of gratification via two experimental studies.MethodsPreschool children were randomized to play the study game or a control game. In Study 1, there were 48 children in the analytic sample, with a mean age of 4.81 ± 0.55 years; Study 2 included 50 children (M = 4.02 ± 0.76 years). Delay of gratification was assessed during the study game, as well as before and after game play sessions using the Marshmallow Test.ResultsIn both studies, the intervention group’s likelihood of delaying gratification during the study game increased across game-play sessions (p < 0.05). In Study 1, the intervention group also increased wait times during the Marshmallow Test versus controls (p = 0.047). In Study 2, there was no effect on Marshmallow Test wait times.ConclusionResults provide some initial evidence supporting potential efficacy of a board game designed to increase delay of gratification. Future research can clarify: (1) which components of game play (if any) are linked with broader changes in delay of gratification, (2) impacts of this intervention in more diverse samples, and (3) whether experimental manipulation of delay of gratification affects outcomes like achievement and weight, which have been linked to this skill in observational studies.
topic delay of gratification
children
board game
game-based learning
self-regulation
url https://www.frontiersin.org/articles/10.3389/fpsyg.2020.581025/full
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