Goal Conflict Encourages Work and Discourages Leisure

Author(s):  
Jordan Etkin ◽  
Sarah A Memmi

Abstract Leisure is desirable and beneficial, yet consumers frequently forgo leisure in favor of other activities—namely, work. Why? We propose that goal conflict plays an important role. Seven experiments demonstrate that perceiving greater goal conflict shapes how consumers allocate time to work and leisure—even when those activities are unrelated to the conflicting goals. This occurs because goal conflict increases reliance on salient justifications, influencing how much time people spend on subsequent, unrelated activities. Because work tends to be easier to justify and leisure harder to justify, goal conflict increases time spent on work and decreases time spent on leisure. Thus, despite the conflicting goals being independent of the specific work and leisure activities considered (i.e., despite goal conflict being “incidental”), perceiving greater goal conflict encourages work and discourages leisure. The findings further understanding of how consumers allocate time to work and leisure, incidental effects of goal conflict on decision-making, and the role of justification in consumer choice. They also have implications for the use of “time-saving” technologies and the marketing of leisure activities.

2012 ◽  
Vol 17 (1) ◽  
pp. 15-23 ◽  
Author(s):  
Jane Farias Chagas Ferreira ◽  
Denise de Sousa Fleith

The purpose of this study was to describe family characteristics and dynamics of talented adolescents. Forty-two adolescents between 12 and 18 years old who attended a program for gifted students and their family participated in the data collection. A family characteristics questionnaire and the Parent Success Indicator Inventory, children's and parents' versions were used as instruments. The results indicated that more than half of the families with talented adolescents had a traditional figure: spouses with children born of their own conjugal union. These families prioritized education and the development of their children's talents. The family dynamics involved a wide range of routine and leisure activities, among which stand out those related to the rest, to school, watching television and movies and visiting relatives. Parents evaluated their parental performance in a more positive way when comparing to the adolescents considering all the categories measured by the PSI: communication, use of time, teaching, frustration, satisfaction, and information needs. The results of this study highlight the relevant role of the family regarding talent development.


2018 ◽  
Author(s):  
Rebecca Ferrer ◽  
Edward Orehek ◽  
Lynne S. Padgett

Some of life’s most important and difficult decisions are made on behalf of others. However, little is known about how goal conflict influences high-stakes decisions made on behalf of others. A nationally representative sample of U.S. healthcare providers (n = 502) read a statement presenting curative and palliative care goals as conflicting or complementary. We predicted and found that providers who received a goal conflict (vs. complementary) message perceived greater conflict, and rated palliative goals as less important. Providers who received a goal conflict (vs. complementarity) message also rated curative goals as less important. Moreover, there was an indirect link from goal conflict condition to willingness to provide palliative care, mediated by perceived goal conflict. A self-affirmation manipulation reduced providers’ willingness to provide palliative care, but did not influence the effect of goal conflict on decision-making. Findings suggest that goal conflict is consequential for high-stakes decisions made for others, and that goal conflict (vs. complementarity) lowers importance of, and increases disengagement from, conflicting goals.


2020 ◽  
Vol 10 (4) ◽  
pp. 99 ◽  
Author(s):  
André Czauderna ◽  
Alexandra Budke

This paper examines how digital strategy and management games that have been initially designed for entertainment can facilitate the practice of dynamic decision-making. Based on a comparative qualitative analysis of 17 games—organized into categories derived from a conceptual model of decision-making design—this article illustrates two ways in which these games may be useful in supporting the learning of dynamic decision-making in educational practice: (1) Players must take over the role of a decider and solve situations in which players must pursue different conflicting goals by making a continuous series of decisions on a variety of actions and measures; (2) three of the features of the games are considered to structure players’ practice of decision-making and foster processes of learning through the curation of possible decisions, the offering of lucid feedback and the modification of time. This article also highlights the games’ shortcomings, from an educational perspective, as players’ decisions are restricted by the numbers of choices they can make within the game, and certain choices are rewarded more than others. An educational application of the games must, therefore, entail a critical reflection of players’ limited choices inside a necessarily biased system.


PLoS ONE ◽  
2021 ◽  
Vol 16 (2) ◽  
pp. e0247047
Author(s):  
Alexandra M. Freund ◽  
Martin J. Tomasik

Three studies tested the role of prioritization in solving conflict between multiple goals in different age groups. Study 1 (N = 185 young, middle-aged, older adults) stressed the importance to solve two competing tasks equally well within a short time. Older adults prioritized more than younger adults. However, contrary to our expectations, prioritization led to higher perceived conflict, more negative affect, and less control. Study 2 (N = 117 younger and older adults) found that, using a more lenient instruction, deemphasizing the importance of performing equally well on both tasks, prioritization was no longer associated with perceived goal conflict. Study 3 (N = 721 young, middle-aged, older adults) was an online study using hypothetical scenarios. This study was run to substantiate the potential mechanism underlying the differences between Study 1 and 2 and supported the hypothesized effect of the instructional strictness of pursuing two goals. Thus, when encountering conflicting goals older adults prioritize more than younger adults, but prioritization might not be optimal for solving short-term goal conflict when both conflicting goals are equally important.


2018 ◽  
Vol 11 (8) ◽  
pp. 122
Author(s):  
J.C. Blewitt

This conceptual paper reviews the literature from three distinct areas in consumer behavior: branding, warranty, and choice. In using a mixture of these three areas, propositions are developed which will be tested in future research. The impact of this study is geared towards understanding the behavior of consumers purchasing high cost items and the relative importance and trust that is placed in the warranty that comes with such a purchase. While the study will consider domestic (United States) consumers, international factors such as country of origin and psychic distance will be posed as viable factors in the decision making process. We propose that six factors will impact the role of branding in the decision making process and that a warranty will serve as a moderator to the ultimate choice decision.


2018 ◽  
Vol 41 ◽  
Author(s):  
Kevin Arceneaux

AbstractIntuitions guide decision-making, and looking to the evolutionary history of humans illuminates why some behavioral responses are more intuitive than others. Yet a place remains for cognitive processes to second-guess intuitive responses – that is, to be reflective – and individual differences abound in automatic, intuitive processing as well.


2014 ◽  
Vol 21 (1) ◽  
pp. 15-23 ◽  
Author(s):  
Helen Pryce ◽  
Amanda Hall

Shared decision-making (SDM), a component of patient-centered care, is the process in which the clinician and patient both participate in decision-making about treatment; information is shared between the parties and both agree with the decision. Shared decision-making is appropriate for health care conditions in which there is more than one evidence-based treatment or management option that have different benefits and risks. The patient's involvement ensures that the decisions regarding treatment are sensitive to the patient's values and preferences. Audiologic rehabilitation requires substantial behavior changes on the part of patients and includes benefits to their communication as well as compromises and potential risks. This article identifies the importance of shared decision-making in audiologic rehabilitation and the changes required to implement it effectively.


2018 ◽  
Vol 34 (4) ◽  
pp. 229-237 ◽  
Author(s):  
Francesca Chiesi ◽  
Andrea Bonacchi ◽  
Caterina Primi ◽  
Alessandro Toccafondi ◽  
Guido Miccinesi

Abstract. The present study aimed at evaluating if the three-item sense of coherence (SOC) scale developed by Lundberg and Nystrom Peck (1995) can be effectively used for research purpose in both nonclinical and clinical samples. To provide evidence that it represents adequately the measured construct we tested its validity in a nonclinical (N = 658) and clinical sample (N = 764 patients with cancer). Results obtained in the nonclinical sample attested a positive relation of SOC – as measured by the three-item SOC scale – with Antonovsky’s 13-item and 29-item SOC scales (convergent validity), and with dispositional optimism, sense of mastery, anxiety, and depression symptoms (concurrent validity). Results obtained in the clinical sample confirmed the criterion validity of the scale attesting the positive role of SOC – as measured by the three-item SOC scale – on the person’s capacity to respond to illness and treatment. The current study provides evidence that the three-item SOC scale is a valid, low-loading, and time-saving instrument for research purposes on large sample.


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