| Literature DB >> 33262729 |
Stephanie Anzman-Frasca1,2, Anita Singh3, Derek Curry4, Sara Tauriello1, Leonard H Epstein1,2, Myles S Faith2,5, Kaley Reardon1, Dave Pape6.
Abstract
OBJECTIVE: Delay 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.Entities:
Keywords: board game; children; delay of gratification; game-based learning; self-regulation
Year: 2020 PMID: 33262729 PMCID: PMC7686572 DOI: 10.3389/fpsyg.2020.581025
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Study 1 participant characteristics.
| Mean ± SD or Frequency (%) | ||
| Randomized families ( | Analytic sample ( | |
| Sex | 67.9% boys, 32.1% girls | 68.8% boys, 31.3% girls |
| Age | 4.79 ± 0.52 years | 4.81 ± 0.55 years |
| Ethnicity | 1.8% Hispanic/Latino ( | 2.1% Hispanic/Latino ( |
| Race | 76.4% White, 10.9% Black, 12.7% Multiracial ( | 76.6% White, 12.8% Black, 10.6% Multiracial ( |
| How often child plays board games | 14.3% all the time, 73.2% sometimes, 7.1% hardly ever, 5.4% never | 16.7% all the time, 68.8% sometimes, 8.3% hardly ever, 6.3% never |
| Sex | 92.9% female, 7.1% male | 93.8% female, 6.3% male |
| Age | 36.0 ± 5.7 years | 36.3 ± 5.9 years |
| Ethnicity | 1.8% Hispanic/Latino ( | 2.1% Hispanic/Latino ( |
| Race | 87.3% White, 10.9% Black, 1.8% Asian ( | 85.1% White, 12.8% Black, 2.1% Asian ( |
| Education | 12.5% HS, 25.0% some college/Associate’s, 19.6% BA/BS, 42.9% graduate degree | 8.3% HS, 27.1% some college/Associate’s, 20.8% BA/BS, 43.8% graduate degree |
| Marital status | 73.2% married, 5.4% living with partner, 19.6% never married or divorced/separated, 1.8% other | 72.9% married, 4.2% living with partner, 20.8% never married or divorced/separated, 2.1% other |
| Child eligible for free or reduced-price school meals | 60.7% no, 19.6% yes, 19.6% don’t know | 60.4% no, 16.7% yes, 22.9% don’t know |
| Annual household income | 7.1% < $14,999, 5.4% $15,000–$24,999, 7.1% $25,000–$34,999, 7.1% $35,000–$49,999, 25.0% $50,000–$74,999, 21.4% $75,000–$99,999, 26.8% > $100,000 | 6.3% < $14,999, 6.3% $15,000–$24,999, 6.3% $25,000–$34,999, 6.3% $35,000–$49,999, 29.2% $50,000–$74,999, 18.8% $75,000–$99,999, 27.1% > $100,000 |
Study 2 participant characteristics.
| Mean ± SD or Frequency (%) | ||
| Randomized families ( | Analytic sample ( | |
| Sex | 50.9% boys, 49.1% girls | 50.0% boys, 50.0% girls |
| Age | 4.01 ± 0.74 years | 4.02 ± 0.76 years |
| Ethnicity | 5.8% Hispanic/Latino ( | 4.1% Hispanic/Latino ( |
| Race | 78.4% White, 13.7% Black, 2.0% American Indian, 5.9% Multiracial ( | 79.2% White, 14.6% Black, 2.1% American Indian, 4.2% Multiracial ( |
| How often child plays board games | 7.5% all the time, 64.2% sometimes, 9.4% hardly ever, 18.9% never | 8.0% all the time, 68.0% sometimes, 6.0% hardly ever, 17.0% never |
| Sex | 96.2% female, 3.8% male | 98.0% female, 2.0% male |
| Age | 35.9 ± 5.7 years | 36.0 ± 5.7 years |
| Ethnicity | 5.7% Hispanic/Latino | 4.0% Hispanic/Latino |
| Race | 78.4% White, 13.7% Black, 2.0% American Indian, 5.9% Multiracial ( | 79.2% White, 14.6% Black, 2.1% American Indian, 4.2% Multiracial ( |
| Education | 5.7% HS, 22.6% some college/Associate’s, 34.0% BA/BS, 37.7% graduate degree | 6.0% HS, 22.0% some college/Associate’s, 32.0% BA/BS, 40.0% graduate degree |
| Marital status | 82.7% married, 3.8% living with partner, 13.4% never married or divorced/separated ( | 81.6% married, 4.1% living with partner, 14.3% never married or divorced/separated ( |
| Child eligible for free or reduced-price school meals | 54.7% no, 20.8% yes, 24.5% don’t know | 56.0% no, 20.0% yes, 24.0% don’t know |
| Annual household income | 5.7% < $14,999, 5.7% $15,000–$24,999, 7.6% $25,000–$34,999, 13.2% $35,000–$49,999, 22.6% $50,000–$74,999, 17.0% $75,000–$99,999, 28.3% > $100,000 | 4.0% < $14,999, 6.0% $15,000–$24,999, 6.0% $25,000–$34,999, 12.0% $35,000–$49,999, 24.0% $50,000–$74,999, 18.0% $75,000–$99,999, 30.0% > $100,000 |
Child-reported feasibility and acceptability data (%).
| Intervention Session 1 | Intervention Session 4 | Control Session 1 | Control Session 4 | |||
| Very fun | 92.0 | 72.0 | 95.7 | 91.3 | ||
| Sort of fun | 8.0 | 20.0 | 0.0 | 8.7 | ||
| Not fun | 0.0 | 8.0 | 4.4 | 0.0 | ||
| Very easy | 76.0 | 84.0 | 87.0 | 78.3 | ||
| Neutral | 16.0 | 8.0 | 4.4 | 4.4 | ||
| Too hard | 8.0 | 8.0 | 8.7 | 17.4 | ||
| Very fun | 81.0a | 86.4 | 85.2b | 85.7 | ||
| Sort of fun | 4.8a | 13.6 | 11.1b | 3.6 | ||
| Not fun | 14.3a | 0.0 | 3.7b | 10.7 | ||
| Very easy | 81.0a | 81.8 | 89.3 | 82.1 | ||
| Neutral | 9.5a | 18.2 | 3.6 | 10.7 | ||
| Too hard | 9.5a | 0.0 | 7.1 | 7.1 | ||
FIGURE 1Overall change in delay of gratification by study group in Study 1 (A) and Study 2 (B). These histograms depict the percentage of participants in the analytic sample (n = 48 and n = 50, respectively) who increased their delay of gratification, as indicated via their wait times during the Marshmallow Test at baseline and post-test. In Study 1, the study groups differed (p < 0.05 in logistic regression analysis), whereas the overall study group difference in Study 2 was not significant. At baseline, all participants in Study 2 had room to improve their delay of gratification (i.e., waited less than 10 min during their baseline assessment), a design modification added after Study 1.