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Maximizing Versus Satisficing: Happiness Is a Matter of Choice

Maximizing Versus Satisficing: Happiness Is a Matter of Choice

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MAXIMIZING VS. SATISFICING AND WELL-BEING<br />

1191<br />

the laboratory, the question remains how maximizers and satisficers<br />

respond to social comparison feedback during the course <strong>of</strong><br />

decisions in their everyday life.<br />

Taken together, our findings in Studies 2 and 3 provide support<br />

for the notion that maximizers are more likely than satisficers to<br />

seek out and respond to social comparison information each time<br />

they try to make the “perfect choice.”<br />

Study 4. <strong>Maximizing</strong>, <strong>Satisficing</strong>, and Regret<br />

The first three studies have provided evidence <strong>of</strong> individual<br />

differences in the disposition to maximize that correlate with other<br />

important variables and are reflected in self-reports about purchasing<br />

decisions. Further, there is evidence, both from self-report and<br />

experimental data, that maximizers are more inclined to engage in<br />

social comparisons and to be more sensitive to their contents than<br />

are satisficers. The final study reported here tested whether a<br />

disposition to maximize relates to actual decision-making behavior.<br />

We created a game that required participants to make decisions,<br />

and investigated whether maximizers made different decisions,<br />

and experienced different degrees <strong>of</strong> satisfaction from those<br />

decisions, than did satisficers.<br />

The second aim <strong>of</strong> Study 4 was to explore experimentally the<br />

relation between maximizing and regret. We reported in Study 1<br />

consistent and substantial correlations between scores on our Maximization<br />

Scale and scores on our Regret Scale. We also reported<br />

evidence that partially supported the hypothesis that regret mediates<br />

the relations between maximization and various measures <strong>of</strong><br />

well-being. On the basis <strong>of</strong> this evidence, we suggested that one <strong>of</strong><br />

the factors that may lead maximizers to experience less happiness<br />

and satisfaction with life than satisficers is maximizers’ increased<br />

sensitivity to regret—both experienced and anticipated. If that is<br />

true, then it should be the case that experimental manipulations<br />

designed to enhance the possibility <strong>of</strong> experiencing regret should<br />

have a larger impact on maximizers. The game used in Study 4 was<br />

designed to manipulate the potential to experience regret.<br />

We used a variant <strong>of</strong> the ultimatum game (Camerer & Thaler,<br />

1995; Guth, Schmittberger, & Schwarze, 1982). In the ultimatum<br />

game, one player has control <strong>of</strong> a resource (typically a sum <strong>of</strong><br />

money) and <strong>of</strong>fers some part <strong>of</strong> that resource to another player.<br />

That player may either accept the <strong>of</strong>fer, in which case the resource<br />

is divided in keeping with the <strong>of</strong>fer, or reject it, in which case<br />

neither player gets anything. This game has been <strong>of</strong> interest to<br />

experimental economists because an analysis <strong>of</strong> optimal strategy<br />

by a rational maximizer <strong>of</strong> gain would seem to dictate that the<br />

proposer make the smallest legal <strong>of</strong>fer, secure in the knowledge<br />

that the recipient <strong>of</strong> that <strong>of</strong>fer will accept it (a little <strong>of</strong> something<br />

is better than nothing). This pattern is virtually never observed<br />

among actual participants. First, recipients <strong>of</strong> <strong>of</strong>fers routinely<br />

reject them if they are too low (e.g., less than 30% <strong>of</strong> the resource).<br />

Second, proposers rarely make such low <strong>of</strong>fers.<br />

With respect to regret, there is an interesting asymmetry to the<br />

ultimatum game. The proposer will always know if he or she has<br />

made an <strong>of</strong>fer that is too low, because the recipient <strong>of</strong> that <strong>of</strong>fer<br />

will have rejected it. However, the proposer will not know if the<br />

<strong>of</strong>fer was too high because there is no information about the<br />

minimum acceptable <strong>of</strong>fer—the reservation price. When the recipient<br />

accepts the <strong>of</strong>fer, it could be that the <strong>of</strong>fer was at exactly the<br />

price necessary for acceptance or that it was higher than necessary.<br />

Thus, one would expect proposers who are worried about regretting<br />

their decisions to make unnecessarily high <strong>of</strong>fers. That way,<br />

they will avoid the only source <strong>of</strong> regret that the situation permits—an<br />

<strong>of</strong>fer that is rejected. Suppose, however, that the game<br />

were altered so that proposers would be told what the minimum<br />

acceptable <strong>of</strong>fer was on trials <strong>of</strong> the game in which their <strong>of</strong>fers<br />

were accepted. Thus, they might <strong>of</strong>fer $5 <strong>of</strong> a $10 stake, have their<br />

<strong>of</strong>fer accepted, and then find out that an <strong>of</strong>fer <strong>of</strong> $3 also would<br />

have been accepted. Under these conditions, it is possible to regret<br />

<strong>of</strong>fers that are too high just as it is possible to regret <strong>of</strong>fers that are<br />

too low. Zeelenberg and Beattie (1997) found that <strong>of</strong>fers in this<br />

modified ultimatum game tended to be lower than <strong>of</strong>fers under the<br />

standard procedure. Our question, based on the hypothesis that<br />

maximizers are more sensitive to regret than satisficers, was<br />

whether the effect observed by Zeelenberg and Beattie would be<br />

larger for maximizers than for satisficers.<br />

Participants<br />

Method<br />

The participants were 84 students (48 female and 36 male) enrolled in an<br />

introductory psychology course at Swarthmore College who received<br />

course credit.<br />

Procedure<br />

All participants had previously completed a packet <strong>of</strong> questionnaire<br />

materials including the Maximization Scale and the Regret Scale. Approximately<br />

7 weeks later, participants were directed to a Web site for participation<br />

in another study. They were given 2 weeks in which to do the tasks<br />

on the Web site at a time and place that was convenient to them. About<br />

75% <strong>of</strong> the participants completed the tasks within the allotted time. The<br />

others were sent follow-up reminders by e-mail until all but 7 had complied.<br />

No mention was made <strong>of</strong> the connection between this study and the<br />

questionnaire materials they had completed earlier.<br />

Each participant played two versions <strong>of</strong> the ultimatum game, in counterbalanced<br />

order: a “standard” version and a modified version (they<br />

differed in only one respect, described below). Each version included 10<br />

rounds. In the standard version, participants first encountered a screen that<br />

told them that they were “Player 1,” that the computer would be “Player 2,”<br />

and that the computer would be making decisions based on the performance<br />

<strong>of</strong> real people playing the identical game. Participants were also told<br />

that on each round, they would be given a sum <strong>of</strong> money (between $8 and<br />

$15). They were to make a whole dollar <strong>of</strong>fer to Player 2 (the computer),<br />

who would know what amount <strong>of</strong> money was being divided on each round,<br />

and could accept or reject the <strong>of</strong>fer. Participants were further informed that<br />

the computer would simulate Player 2’s responses on the basis <strong>of</strong> past<br />

behavior <strong>of</strong> people who have played this game. Moreover, it was explained,<br />

on each round, a different past player would be used for the simulation, so<br />

participants were to treat each round as playing with a different Player 2.<br />

For each round, if the participant’s <strong>of</strong>fer was accepted, Player 2 (the<br />

computer) would “get” the amount <strong>of</strong>fered, while Player 1 (the participant)<br />

would get the difference between the total amount and the amount <strong>of</strong>fered.<br />

Thus, for example, if a round started with $12 available, and Player 1 made<br />

an <strong>of</strong>fer <strong>of</strong> $5 that was accepted, Player 2 would get the $5, and Player 1<br />

would get $7. If the <strong>of</strong>fer was rejected, neither player would get anything.<br />

Participants were also told that there was a chance that they would actually<br />

get to keep whatever amount resulted from a given round <strong>of</strong> the game. At<br />

the end <strong>of</strong> each round, participants were asked to click the mouse along an<br />

unmarked line that was anchored on the left with very unsatisfied and on<br />

the right with very satisfied to indicate their satisfaction with that round <strong>of</strong><br />

the game.

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