Affiliation:
1. University of West Georgia, Carrollton GA, United States
2. Clark University, Worcester MA, United States
Abstract
<i>Activities that bring short-term pleasure, such as video gaming, have an ambiguous effect on long-term goal attainment. From one perspective, they are a source of positive affect, which helps people to overcome procrastination and finally initiate the planned task. However, these short-term pleasure activities may become the source of procrastination themselves, tempting people to engage in them beyond the intended timeframe. The present study attempts to resolve this conflict. It implies a novel “qualitative experiment” methodology in order to test a behavioral strategy; taking 10-minute breaks after each game round, which is aimed to help gamers control their desire to play beyond the self-imposed limit. Over the course of two weeks, participants who used this strategy (Strategy group) reported a similar decrease in procrastination tendencies compared to participants who totally abstained from video gaming (Abstinence group) and a larger decrease in procrastination compared to participants who played in their regular routine (Control group). In addition, the Strategy group reported a higher sense of emotional well-being than both the Abstinence and the Control ones. These results corroborate the effectiveness of the self-control model, oriented on the productive coexistence of hedonic pleasures and long-term goals.</i>
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