Institute of Child Development, University of Minnesota-Twin Cities, Minneapolis, MN 55455, USA.
Carlson School of Management, University of Minnesota-Twin Cities, Minneapolis, MN 55455, USA.
J Exp Child Psychol. 2024 Oct;246:105966. doi: 10.1016/j.jecp.2024.105966. Epub 2024 Jun 8.
Preschoolers are notoriously poor at delaying gratification and saving limited resources, yet evidence-based methods of improving these behaviors are lacking. Using the marble game saving paradigm, we examined whether young children's saving behavior would increase as a result of engaging in future-oriented imagination using a storyboard. Participants were 115 typically developing 4-year-olds from a midwestern U.S. metropolitan area (M = 53.48 months, SD = 4.14, range = 47-60; 54.8% female; 84.5% White; 7.3% Hispanic/Latino ethnicity; median annual household income = $150,000-$174,999). Children were randomly assigned to one of four storyboard conditions prior to the marble game: Positive Future Simulation, Negative Future Simulation, Positive Routine, or Negative Routine. In each condition, children were asked to imagine how they would feel in the future situation using a smiley face rating scale. Results showed that children were significantly more likely to save (and to save more marbles) in the experimental conditions compared with the control conditions (medium effect sizes). Moreover, imagining saving for the future (and how good that would feel) was more effective at increasing saving behaviors than imagining not saving (and how bad that would feel). Emotion ratings were consistent with the assigned condition, but positive emotion alone did not account for these effects. Results held after accounting for game order and verbal IQ. Implications of temporal psychological distancing and emotion anticipation for children's future-oriented decision making are discussed.
幼儿在延迟满足和节约有限资源方面表现不佳,但缺乏改善这些行为的循证方法。本研究使用弹珠游戏储蓄范式,通过故事板,考察了幼儿在进行未来导向想象后,其储蓄行为是否会增加。参与者为来自美国中西部大都市地区的 115 名典型的 4 岁儿童(M=53.48 个月,SD=4.14,范围为 47-60;54.8%为女性;84.5%为白人;7.3%为西班牙裔/拉丁裔;家庭年均收入中位数为 150,000-174,999 美元)。在弹珠游戏之前,儿童被随机分配到四个故事板条件之一:积极未来模拟、消极未来模拟、积极常规模拟或消极常规模拟。在每个条件下,孩子们被要求使用笑脸评分量表想象他们在未来情况下的感受。结果表明,与对照组相比,实验组的儿童更有可能储蓄(并储蓄更多的弹珠)(中等效应大小)。此外,想象为未来储蓄(以及感觉有多好)比想象不储蓄(以及感觉有多差)更能有效地增加储蓄行为。情绪评分与分配条件一致,但积极的情绪本身并不能解释这些影响。在考虑到游戏顺序和言语智商后,结果仍然成立。讨论了时间心理距离和情绪预期对儿童面向未来决策的影响。