Marshmallow test is a very famous psychological experiment
on toddlers. In this experiment, an instructor gives a marshmallow to a toddler
and tells the child that he/she can either eat the marshmallow right away or
can wait for the instructor to return (the instructor returns after about 15
minutes), and if upon return the instructor finds that the child has not eaten
the marshmallow, the child is rewarded with another one.
http://www.youtube.com/watch?v=QX_oy9614HQ
FYI: Follow up studies after sixteen years indicated that the toddlers who chose to eat the marshmallow scored less on SAT than the ones who exercised restraint.
This experiment does not look like a game as there is just
one player i.e. the toddler. It is of course reasonable to assume that the
possibility of betrayal by the instructor does not occur to the toddler;
neither is that the idea behind the experiment. However, a careful
consideration of human psychology and the manner in which we conceive and value
time reveals an interesting feature of this experiment that can possibly
legitimize it as a game.
Now fifteen minutes is a lifetime for a toddler, especially
when there is a marshmallow staring at you. The child has to exercise restraint
in order to be rewarded. Although the condition is presented to the child as an
if-then clause, a careful examination of the decisions the child faces during
the experiment reveal some interesting facets. To eat or not to eat is not the
only decision the child takes. At every moment, the child is simultaneously
assessing her/his ability to bear pain for the remaining of the time, and the
possibility of not being able to cope up with the pressure at a later point.
Moreover, the instructor never tells the child when he/she will return, adding
to the uncertainty about how much time is remaining. Therefore the child is
essentially playing a game with herself/himself at every moment where to eat or
not to eat, and whether to trust the assessment of her/his own ability to bear
the pain for the remaining time, which in this case is uncertain, form the two
dimensions of the game. Notice that eating midway and eating a minute before
the instructor arrives have two different payoffs. (Notwithstanding the fact
that marshmallow might taste a bit sweeter after a longer wait!)
In short, uncertainty about one’s own assessments can
replace the uncertainty associated with another player, making single player
games possible.
You can watch this cute video with little souls battling
with the temptation: http://www.youtube.com/watch?v=QX_oy9614HQ
I really like your thought process in each post of yours. This is no exception.
ReplyDeleteThanks Aditya
ReplyDeleteThis is third degree torture. I would eat the marshmallow and the plate too :P
ReplyDelete