Professional Documents
Culture Documents
Research on choice over time has found that people tend to focus on
concrete aspects of near-future events and abstract aspects of distant-
future events. Furthermore, a focus on concrete aspects heightens the
feasibility-related components, whereas a focus on abstract aspects
heightens the desirability-related components, which can lead to
preference inconsistency over time. In this research, the authors
integrate research on choice over time with mental simulation. They
propose and show that counter to people’s natural tendencies, outcome
simulation for near-future events and process simulation for distant-future
events lead to preference consistency over time. The results also suggest
that outcome timing moderates the effectiveness of process versus
outcome simulation.
Consider the following scenario: A person has just The question whether choosing the simpler software
returned from a wonderful trip in which she took a lot of package is a better or worse decision is not the focus of this
digital pictures. She is planning to create a digital photo research. Rather, our interest lies in understanding the men-
album for this trip and decides to wait for the next three-day tal processes that are associated with selecting an option
weekend to complete the album (which occurs next month). (simpler software package) that is inconsistent with the
After reading a review of various software packages, she original preference (advanced software package). Further-
selects one with a high-quality rating, numerous designed more, we propose and test a method for reducing this pref-
themes, and advanced layout tools that should take a mod- erence inconsistency by changing consumers’ mental repre-
erate amount of time and effort to learn and complete the sentations of an event using mental simulation. We use our
album. However, four weeks later, when the time to create findings to understand preference formation over time and
the photo album arrives, she focuses on the effort associated the relationship between two types of mental simulation:
with installing and learning this software and, ultimately, process-focused and outcome-focused simulation.
opts for a simpler software package that can be installed As the preceding scenario illustrates and research on
and learned more easily but has relatively limited choice over time demonstrates (e.g., Soman 1998; Trope
functionality. and Liberman 2003), temporal distance influences con-
sumers’ preferences. Specifically, Trope and Liberman
(2003) show that people tend to focus on concrete aspects
*Min Zhao is Assistant Professor of Marketing, Rotman School of Man- of near-future events and abstract aspects of distant-future
agement, University of Toronto (e-mail: Min.Zhao@Rotman.Utoronto.ca). events. When making a decision that has immediate conse-
Steve Hoeffler is Associate Professor of Marketing, Owen Graduate
School of Business, Vanderbilt University (e-mail: steve.hoeffler@owen.
quences, people think in more concrete terms and put more
vanderbilt.edu). Gal Zauberman is Associate Professor of Marketing, The weight on low-level components of an option (i.e., how fea-
Wharton School, University of Pennsylvania (e-mail: gal@wharton.upenn. sible the option is). However, when people make a decision
edu). The authors thank Jim Bettman for his helpful comments and sug- about something that is in the more distant future, they tend
gestions, as well as John Lynch for his enouragement and advice with the to think in more abstract terms and focus on the high-level
analysis.
components of an option (i.e., how desirable a certain
To read and contribute to reader and author dialogue on JMR, visit
option is). This shift in consideration has been shown to
http://www.marketingpower.com/jmrblog. lead to temporally inconsistent preferences (Trope and
Liberman 2003).
What might moderate such temporally inconsistent pref- and low-level mental representations is the resulting relative
erences? Suppose that counter to the natural (default) con- importance of desirability versus feasibility considerations
sideration pattern, people are encouraged to think about the (Liberman and Trope 1998). Desirability refers to the value
concrete, step-by-step feasibility-related aspects of the soft- of an action’s end state, whereas feasibility refers to the
ware packages (e.g., imagining the steps involved to down- ease or difficulty of the means to reach the end state.
load, install, and learn the software packages) when they Construal-level theory predicts that temporal distance
make their choice for the distant future. Would this change increases desirability-related mental representations and
their preferences such that their distant-future choice is decreases feasibility-related mental representations (Liber-
consistent with what they would prefer when the choice is man and Trope 1998; Trope and Liberman 2000, 2003). As
imminent? Conversely, what if people are encouraged to a result of this shift between desirability and feasibility,
think about the more abstract desirability-related aspects of people may have temporally inconsistent preferences, pre-
the software packages (e.g., imagining how they would feel ferring more desirable options for the distant future but
after their digital photo album is created) when they make more feasible options for the near future. For example,
their choice for the immediate future? Would this lead to Liberman and Trope (1998) find that when asking students
changes in their preference such that their current choice to choose a distant-future research assignment, the decision
would be consistent with the choice they had indicated is dominated by the positive outcome of completing a proj-
when the decision was in the distant future? These ques- ect on an interesting topic, and students are willing to sacri-
tions are important because consumers (firms) are inter- fice ease for the sake of interest. However, when the assign-
ested in maximizing long-term happiness (customer satis- ment is due in the near future, the mental representation of
faction). Emerging research on the differences between the assignment is dominated by the amount of time and
process-focused and outcome-focused simulation (e.g., effort required to finish the project, and students choose an
Escalas and Luce 2003, 2004; Taylor et al. 1998) may shed easy but uninteresting assignment.
some light on ways to prevent inconsistent preferences. Implications of Shifts in Mental Representations for
In the current research, our main objective is to integrate Preference Consistency
theory from the mental simulation literature with the pro-
cesses that lead to time-inconsistent preferences and to pro- Research on choice over time has suggested that
pose systematic mental strategies to achieve preference con- intertemporal patterns of evaluation and preference can be
sistency. We propose and demonstrate that outcome timing altered if temporal construal is controlled (Trope and Liber-
can help understand when each type of mental simulation, man 2003). To prevent the negative consequences of people
outcome or process, will be more effective in achieving neglecting the low-level aspects of an action in the distant
preference consistency. future, the concrete details of distant-future events could be
emphasized by requiring them to rehearse, practice, or plan
TIME AND MENTAL REPRESENTATION distant-future tasks in full detail (Gollwitzer 1999; Trope
Time-Inconsistent Preferences and Mental Representation and Liberman 2003). Alternatively, the self-control litera-
ture has indicated that people’s attention can be turned away
Time-dependent changes in preferences have been inves- from the concrete qualities of immediate temptation to
tigated across different areas in the behavioral and social focus on its abstract qualities (Baumeister and Heatherton
sciences, including behavioral decision making (e.g., Thaler 1996; Hoch and Lowenstein 1991; Mischel, Shoda, and
1981), delay of gratification (e.g., Mischel, Shoda, and Rodriguez 1989).
Rodriguez 1989), and self-control (e.g., Rachlin 1995). To date, however, the idea of altering construal levels
Although research on preference inconsistency has offered using mental control mechanisms has not received much
mostly affective mechanisms to explain temporal shifts attention in the literature on choice over time and self-
(e.g., Ainslie and Haslam 1992; Loewenstein 1996), recent regulation. Furthermore, theories of mental simulation
theories have focused more on cognitive processes (e.g., focus mostly on goal attainment rather than on preferences
Malkoc and Zauberman 2006; Trope and Liberman 2003; over time. We use the notion of differing levels of represen-
Zauberman and Lynch 2005). In particular, construal-level tation to examine systematically the effect of different types
theory (Liberman and Trope 1998; Trope and Liberman of mental simulation on preferences.
2000, 2003) proposes that temporal distance changes
people’s responses to future events by changing the way PROCESS- VERSUS OUTCOME-FOCUSED MENTAL
people mentally represent those events. Events in the distant SIMULATION
future are more likely to be represented in terms of abstract Mental simulation is the imitative mental representation
and central features (high-level construals). However, of an event or series of events (Taylor and Schneider 1989).
events in the near future are more likely to be represented in Prior research has distinguished between process simula-
terms of concrete and peripheral features (low-level con- tion, which encourages people to imagine the step-by-step
struals). This shift in mental representation can change process of reaching a certain goal, and outcome simulation,
attribute weights over time (Liberman and Trope 1998; which encourages people to think about the desirable out-
Soman 1998, 2003) and alter the decision process (Förster, come of fulfilling the goal (Taylor et al. 1998). Multiple
Friedman, and Liberman 2004; Malkoc, Zauberman, and studies have shown that when people engage in process-
Ulu 2005). focused simulation, their performance is superior to those
The temporal shift in how people represent events and who engage in outcome-focused simulation (Oettingen and
process information has important implications for the con- Mayer 2002; Pham and Taylor 1999; Rivkin and Taylor
sistency of preferences over time. For the purpose of our 1999; Taylor et al. 1998). For example, Pham and Taylor
current work, an important difference between high-level (1999) find that participants who engage in process simula-
Mental Simulation and Preference Consistency 381
ences and leads to temporal preference consistency with the main effect at each point of time. We found a significant
natural distant-future preference: Participants who engaged interaction between time and simulation (F(1, 185) = 11.07,
in outcome simulation indicated a significantly greater pref- p < .001).
erence for the interesting but difficult topic (M = 5.60) than
those in the control condition (M = 6.87; F(1, 183) = 4.71, Discussion
p < .05, ω2 = .055). However, there was no significant The results from the control conditions of Experiment 1
difference regarding the relative preference between the replicate prior findings (e.g., Liberman and Trope 1998)
process simulation condition (M = 6.73) and the control and demonstrate that people have a relatively stronger pref-
condition (M = 6.87; F(1, 183) = .06, p = .81). These results erence for the higher-feasibility option for the near future
support H1a. As a result of outcome simulation for the near than for the distant future. In support of our hypotheses, the
future, the natural intertemporal preference inconsistency is results further show that for the near future, outcome simu-
eliminated. Preferences associated with outcome simulation lation caused a greater change in preference for the higher-
for the near future (M = 5.60) were not significantly differ- desirability/lower-feasibility option (H1a), leading to prefer-
ent from the control preference for the distant future (M = ences that were consistent with the control preference for
5.83; F(1, 183) = .14, p = .71), in support of H1b. the distant-future option (H1b). Conversely, for the distant
Distant future. For the distant future, process simulation future, process simulation created a greater preference
causes a change in preferences and leads to preference con- change in favor of the higher-feasibility/lower-desirability
sistency over time with the natural near-future preference. option (H2a), leading to preferences that were consistent
In the distant-future conditions, participants in the process with those in the control condition for the near-future option
simulation condition indicated a marginally significant (H2b).
greater preference for the less interesting but easier topic Why is there no change in preference for process simula-
(M = 6.93) than those in the control condition (M = 5.83; tion in the near future and outcome simulation in the distant
F(1, 183) = 3.32, p < .07, ω2 = .038).2 However, the prefer- future? Our explanation focuses on the natural processing
ences associated with the outcome simulation condition characteristics at each point in time. Thus, in the near-future
(M = 5.73) were not significantly different from the control scenario, process simulation enhances the dominant pro-
condition (M = 5.83; F(1, 183) = .07, p = .79). These results cessing mode, in which the corresponding focus is on con-
provide initial support for H2a. As a result of process simu- crete feasibility-related thoughts. In contrast, outcome
lation for the distant future, the natural intertemporal prefer- simulation enhances the dominant processing mode in the
ence inconsistency is eliminated. Preferences associated distant future by focusing on abstract desirability-related
with process simulation for the distant future (M = 6.93) thoughts.
were not significantly different from the natural preference Experiment 1 provides direct evidence that process and
of the near future (M = 6.87; F(1, 183) = .01, p = .92), in outcome simulation can be used to change preferences and
support of H2b. to create preference consistency over time. In the next
Because our hypotheses are about a series of planned study, we provide further evidence for these results by
contrasts with the control condition shifting with time (near examining the phenomena in a more typical consumption
versus distant future), the two-degree-of-freedom omnibus context; we also increase the external validity by including
interaction is not the appropriate test. However, because we choice as a dependent variable, and we increase the internal
hypothesize process simulation for near future and outcome validity by using a more subtle and consistent manipulation
simulation for distant future to match the respective default of process and outcome simulation.
control conditions (match) and outcome simulation for near
future and process simulation for distant future to cause EXPERIMENT 2
preference deviation from the respective control conditions
(mismatch), it is appropriate to test for a modified one- Experiment 1 provides support for our hypotheses that
degree-of-freedom interaction by combining the control use of process simulation for the distant future and outcome
with the match conditions. Before testing for the modified simulation for the near future can help attenuate preference
interaction, we conducted two separate analyses of variance inconsistency over time. However, the task of choosing an
(ANOVAs) for the match and mismatch conditions: First, assignment may have idiosyncratic characteristics that limit
we computed a 2 (near versus distant future) × 2 (control our ability to generalize the findings to more typical con-
versus match) ANOVA. As expected, we found no main sumer contexts. In Experiment 2, we switch to a different
effects of simulation (F(1, 183) = .13, p = .71) or interaction domain (i.e., the choice of a software package) to test
between time and simulation (F(1, 183) = 0, p = .99). Sec- whether the impact of process- and outcome-based thoughts
ond, we conducted a 2 (near versus distant future) × 2 (con- generalizes to a consumption situation with a multiattribute
trol versus mismatch) ANOVA. As expected, we found sig- product. In addition, we add choice as a dependent variable.
nificant interactions between simulation and time Finally, we modify the simulation instructions so that they
(F(1, 183) = 7.94, p = .005). Thus, we combined our control are more closely aligned with those used in the marketing
with match conditions and performed a modified 2 (near literature (Escalas and Luce 2003, 2004).
future versus distant future) × 2 (match versus mismatch)
ANOVA that tested for the unique (one degree of freedom) Method
Participants and design. A total of 225 students were
2Process simulation may have had a lesser effect in this case because the recruited at a major southeastern university and were paid
experiment was conducted at the end of the semester when students may $5 as compensation. The experiment followed a 2 (time:
have had general preferences for easy topics. near future versus distant future) × 3 (simulation: control
384 JOURNAL OF MARKETING RESEARCH, AUGUST 2007
versus outcome simulation versus process simulation) preference for the higher-desirability option (the software
between-subjects design. package that had a high-quality rating but was difficult to
Stimuli. The basic scenario of the stimuli asked partici- use). We report similar analyses as those in Experiment 1.
pants to imagine that they had an important project (to cre- In addition, we report the choice data, as well as coded
ate a photo essay) for one of their classes that was due results of participants’ written responses to the simulation
either in two days or at the beginning of the next semester, instructions. We asked three coders to assess participants’
which was a little more than two months from the time par- thought protocols independently to identify whether each
ticipants completed the questionnaires. The project required argument was a process- or an outcome-related thought.
the use of a photo album software package. There were two The intercoder reliability was .95 for outcome-related
software packages from which participants could choose, thoughts and .91 for process-related thoughts. The coding
both of which had free trial versions that could be down- results of three coders were aggregated.3
loaded from the Web and were valid for 48 hours. All proj- Manipulation check. The coded open responses indicate
ects were to be graded and then posted on the Web. Partici- that participants had more outcome-related thoughts in the
pants were asked to consider the following two options: outcome simulation conditions (M = 4.73) than in the
One software package had a higher PC Magazine quality process simulation conditions (M = 1.87; F(1, 140) =
rating (rated 4.5 out of 5 stars) with complete image-editing 161.68, p < .001) and that participants had more process-
features (e.g., numerous predesigned themes, improved lay- related thoughts in the process simulation conditions (M =
out tools). However, this package had a large file size and a 4.05) than in the outcome simulation conditions (M = 1.62;
medium difficulty level, for which downloading, installa- F(1, 140) = 122.74, p < .005). This indicates that the simu-
tion, and the tutorial were estimated to take approximately lation conditions had the intended effect on the type of
45 minutes. The other software package had a lower PC thoughts participants generated and that participants per-
Magazine quality rating (rated 3 out of 5 stars) with some formed overall similar levels of total elaboration for both
image-editing features (e.g., limited themes, basic layout types of simulation (F(1, 140) = 1.89, p = .17).
tools). However, this package had a small file size and a low We further tested the effectiveness of our manipulations
difficulty level, for which downloading, installation, and the using participants’ self-reports about the importance of
tutorial were estimated to take approximately 10 minutes. process- and outcome-related features in their decisions. We
Descriptions of both software packages also included an calculated the difference between people’s self-reported
excerpt from a review: “allows for the creation of fabulous amount of thinking about the process of using the software
photo essays, but difficult and time consuming to learn and and the final quality of the project and found a significant
use” for the software package with advanced features and main effect of time (F(1, 215) = 4.02, p < .05) and a signifi-
“some limitations of final layout and editing options, but cant effect of simulation (F(2, 215) = 3.28, p < .05) but no
simple to use, easy to learn, and gets the job done” for the significant interaction. We also found similar results for
more limited but easier-to-use software package. The order self-reported measures of the importance of the software’s
of the software packages was counterbalanced. capability and the difficulty of setting up and using the soft-
Procedure. The process simulation instructions focused ware; this result shows that outcome simulation increases
on the process of using the software package, and the out- the importance of abstract desirability considerations,
come simulation instructions focused on the final outcome whereas process simulation increases the importance of
of the project. In addition, instructions for the process and concrete feasibility considerations.
outcome simulations contained the same number of words In addition, the manipulation check measure of the tem-
(65) and the same structure (for the exact wording, see the poral distance between now and the due date of the project
Appendix). In this experiment, we used a similar procedure confirmed that our time manipulation was successful. Par-
and dependent measures as in Experiment 1 but with some ticipants perceived the time gap in the near-future condi-
additional measures. First, in addition to the preference tions (M = 4.02) as significantly shorter than that in the
measure, we included participants’ binary choice between distant-future conditions (M = 7.39; F(1, 219) = 168.58, p <
the two options. Second, as a manipulation check for time, .001).
after the main task, we asked participants to rate their per- Control conditions. Consistent with the predictions of
ceptions of the time gap between now and the due date of prior research and the results in Experiment 1, under no
the project. Third, we asked participants to indicate how simulation, participants in the near-future condition pre-
important the capabilities of the software and the difficulty ferred the higher-feasibility software package (M = 7.13)
of setting up and using the software were when they made significantly more than participants in the distant-future
their decision about which software package to choose.
Finally, we asked participants to rate how much they 3The coding revealed that four participants did more than twice the
thought about the process of using the software and the opposite simulation than they were instructed to do, and thus we dropped
final quality of the project when they were making their them from the analysis, which resulted in a sample size of 221. The results
based on all 225 participants (including those who did not follow the
decisions. instructions) fully replicated the results based on 221 participants, except
Results that the simple effect of process simulation in the distant future was not
significant compared with the distant-future control condition. All other
As in Experiment 1, the main dependent measure was the pairwise contrasts and the differencing analysis yielded the same results.
relative preference between the high-feasibility and the To test the robustness of the results further, we used analyses with different
high-desirability options. For the relative preference, higher criteria: We conducted analyses based on participants who (1) did not do
more of the opposite simulation than the simulation that they were sup-
scores represent greater preference for the higher-feasibility posed to do (N = 213) and (2) did not do more than 1.5 times the opposite
option (the software package that had a low-quality rating simulation (N = 214). The results fully replicated those based on 221
but was easier to use), and lower scores represent greater participants.
Mental Simulation and Preference Consistency 385
future options changed preferences in favor of the higher- is a general philosophical issue that we do not attempt to
desirability/lower-feasibility option. In addition, process answer in this research. We conjecture that the answers to
simulation for distant-future options changed preferences in these questions lie in consumers’ ability to trade off short-
favor of the higher-feasibility/lower-desirability option. term pain against long-term gain, which has both
This general pattern of results held for both relative situational- and personality-related dimensions.
preference and choice. We obtained these results in a more However, from a marketer’s perspective, if there is a goal
typical consumption context with a multiple-attribute prod- of maximizing long-term satisfaction, in general, it would
uct set that forced participants to perform benefit–effort be better for consumers to form preferences that focus on
trade-offs, while using a more subtle and consistent the long-term usefulness rather than the immediate con-
manipulation of process and outcome simulation. Our open- straints. When immediate constraints sway the decision
ended responses, as well as participants’ self-reports, fur- toward the simple, easy-to-learn software package, long-
ther indicate that the simulation manipulation we employed term satisfaction may be compromised. In addition, if con-
had the intended effects. sumers spend more money on the software package with
more advanced features but never use those features
GENERAL DISCUSSION
because of unanticipated usage constraints, opting for the
In this research, we employ a temporal-based mental more advanced software package could lead to a loss of
mechanism from the mental simulation literature toward the consumer utility. There are many situations in which the
goal of achieving preference consistency over time. We constraints may play an important role in consumers’ long-
hypothesize and demonstrate in two experiments that pref- term satisfaction. For example, imagine a consumer who
erence inconsistency over time can be attenuated by regulat- purchases a personal digital assistant and focuses entirely
ing levels of mental representations with either process on the attractive features (i.e., having all his or her contact
simulation or outcome simulation, depending on the tempo- and scheduling information available). If this person
ral distance. ignores or underweighs the effort associated with learning
Taken together, our findings suggest that for near-future how to use the product and obtain the benefits (i.e., learning
options, for which concrete feasibility-related thoughts are the handwriting recognition script and entering all the infor-
naturally focused on and desirability is relatively ignored, mation), he or she may be unsatisfied with the purchase. In
process simulation does not change the focus of people’s such situations, ignoring the constraints may leave con-
thoughts and thus does not change their preferences. How- sumers worse off in the long run. Thus, when thinking
ever, outcome simulation enables preferences in the near about preference consistency, it is important to understand
future to be consistent with preferences that are developed the long-term implications of both constraints and benefits.
in distant-future scenarios because outcome simulation
Asymmetries Associated with Enhancing the
focuses on abstract desirability-related thoughts, with rela-
Underweighted Processing Mode
tively less emphasis on feasibility, similar to people’s natu-
ral tendency when evaluating distant-future options. In We hypothesize and find that enhancing the naturally
terms of distant-future options, for which the focus is on underweighted processing mode changes preference. We
abstract desirability rather than concrete feasibility, out- support the notion that process versus outcome manipula-
come simulation does not change the focus of people’s tions influence the relative degree of process-/outcome-
thoughts and thus does not change their preferences. In focused thoughts rather than involving either a process-only
these cases, process simulation is better able to bring prefer- or an outcome-only focus. We consistently find that the
ences into line with natural near-future preferences by shift- preferences associated with enhancing the naturally neg-
ing the focus away from abstract desirability-related lected processing mode were highly different from the natu-
thoughts and toward concrete feasibility-related thoughts. ral or control group preference. However, there was a
notable pattern to the results, illustrated by the choice
Consistent but Different Preferences shares of software packages in Experiment 2. For the dis-
Our studies show a preponderance of support for the tant future, process simulation is believed to enhance the
notion that specific types of simulation can create prefer- focus on the effort required to use the software and thus
ence consistency across time. Thinking about the process of would be expected to lead to a significant increase in the
setting up and using a software package (in three months) percentage of participants who selected the software that
ultimately led consumers to think as if they were choosing required less effort. However, after process simulation,
the software today. Thinking about the long-term benefit of there was only a marginally significant shift (from 42% to
the project (when making an immediate decision) ulti- 63%) to the easier-to-use software.
mately led consumers to think more as if they were making It is possible that though participants imagined the
a future decision. For both time frames (near and distant process of installing and learning to use the software, the
future), our explanation is based on the idea that a previ- step-by-step setup and learning process ultimately led them
ously ignored (or underweighted) aspect of the decision is to think about the benefits of the completed projects. In
incorporated into the decision after simulation. However, at other words, perhaps participants in the process simulation
no point do these preferences converge. condition thought not only about the process but also about
Thus, the following question remains: Which is the “cor- the outcome. This conjecture was supported by the coding
rect” or “better” preference? Is it a mistake to ignore or results of Experiment 2, which showed a significant differ-
underweigh the amount of work necessary to learn to use ence regarding the ratio of intended simulation to opposite
the software when selecting for the distant future? Is it simulation taken from each individual participant. The ratio
wrong when the decision is eminent to focus more on this of outcome-related thoughts to process-related thoughts in
constraint and to undervalue the quality of the project? This the outcome conditions was 2.48, whereas the ratio of
Mental Simulation and Preference Consistency 387
———, ———, and Canan Ulu (2005), “Consuming Now or Taylor, Shelley E. and Lien B. Pham (1999), “The Effect of Men-
Later? The Interactive Effect of Timing and Attribute Alignabil- tal Simulation on Goal-Directed Performance,” in Imagery and
ity,” Psychological Science, 16 (5), 411–17. Human Development, Anees A. Sheikh, ed. Amityville, NJ:
Mischel, Walter, Yuichi Shoda, and Monica L. Rodriguez (1989), Baywood, 253–68.
“Delay of Gratification in Children,” Science, 244 (4907), ———, ———, Inna D. Rivkin, and David A. Armor (1998),
933–38. “Harnessing the Imagination: Mental Simulation, Self-
Oettingen, Gabriele and Doris Mayer (2002), “The Motivating Regulation and Coping,” American Psychologist, 53 (April),
Function of Thinking About the Future: Expectations Versus 429–39.
Fantasies,” Journal of Personality and Social Psychology, 83 ——— and Sherry K. Schneider (1989), “Coping and the Simula-
(5), 1198–1212. tion of Events,” Social Cognition, 7 (2), 174–94.
Pham, Lien B. and Shelley E. Taylor (1999), “From Thought to Thaler, Richard (1981), “Some Empirical Evidence on Dynamic
Action: Effects of Process- Versus Outcome-Based Mental Sim- Inconsistency,” Economics Letter, 8 (3), 201–207.
ulations on Performance,” Personality and Social Psychology Trope, Yaacov and Nira Liberman (2000), “Temporal Construal
Bulletin, 25 (February), 250–60. and Time-Dependent Changes in Preference,” Journal of Per-
Rachlin, Howard (1995), “Self-Control: Beyond Commitment,” sonality and Social Psychology, 79 (6), 876–89.
Behavioral and Brain Sciences, 18 (1), 109–159. ——— and ——— (2003), “Temporal Construal,” Psychological
Rivkin, Inna D. and Shelley E. Taylor (1999), “The Effects of Review, 110 (3), 403–421.
Mental Simulation on Coping with Controllable Stressful Winer, Benjamin J., Donald R. Brown, and Kenneth M. Michels
Events,” Personality and Social Psychology Bulletin, 25 (1991), Statistical Principles in Experimental Design. New
(December), 1451–62. York: McGraw-Hill.
Soman, Dilip (1998), “The Illusion of Delayed Incentives: Evalu- Zauberman, Gal and John G. Lynch (2005), “Resource Slack and
ating Future Effort–Money Transactions,” Journal of Marketing Propensity to Discount Delayed Investments of Time Versus
Research, 35 (November), 427–37. Money,” Journal of Experimental Psychology: General, 134 (1),
——— (2003), “The Effect of Time Delay on Multi-Attribute 23–37.
Choice,” Journal of Economic Psychology, 25 (2), 153–75.