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Behavioral Responses to Epidemics in an Online Experiment: Using Virtual Diseases to Study Human Behavior

We report the results of a study we conducted using a simple multiplayer online game that simulates the spread of an infectious disease through a population composed of the players. We use our virtual epidemics game to examine how people respond to epidemics. The analysis shows that people's be...

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Detalles Bibliográficos
Autores principales: Chen, Frederick, Griffith, Amanda, Cottrell, Allin, Wong, Yue-Ling
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2013
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3541346/
https://www.ncbi.nlm.nih.gov/pubmed/23326360
http://dx.doi.org/10.1371/journal.pone.0052814
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author Chen, Frederick
Griffith, Amanda
Cottrell, Allin
Wong, Yue-Ling
author_facet Chen, Frederick
Griffith, Amanda
Cottrell, Allin
Wong, Yue-Ling
author_sort Chen, Frederick
collection PubMed
description We report the results of a study we conducted using a simple multiplayer online game that simulates the spread of an infectious disease through a population composed of the players. We use our virtual epidemics game to examine how people respond to epidemics. The analysis shows that people's behavior is responsive to the cost of self-protection, the reported prevalence of disease, and their experiences earlier in the epidemic. Specifically, decreasing the cost of self-protection increases the rate of safe behavior. Higher reported prevalence also raises the likelihood that individuals would engage in self-protection, where the magnitude of this effect depends on how much time has elapsed in the epidemic. Individuals' experiences in terms of how often an infection was acquired when they did not engage in self-protection are another factor that determines whether they will invest in preventive measures later on. All else being equal, individuals who were infected at a higher rate are more likely to engage in self-protective behavior compared to those with a lower rate of infection. Lastly, fixing everything else, people's willingness to engage in safe behavior waxes or wanes over time, depending on the severity of an epidemic: when prevalence is high, people are more likely to adopt self-protective measures as time goes by; when prevalence is low, a ‘self-protection fatigue’ effect sets in whereby individuals are less willing to engage in safe behavior over time.
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spelling pubmed-35413462013-01-16 Behavioral Responses to Epidemics in an Online Experiment: Using Virtual Diseases to Study Human Behavior Chen, Frederick Griffith, Amanda Cottrell, Allin Wong, Yue-Ling PLoS One Research Article We report the results of a study we conducted using a simple multiplayer online game that simulates the spread of an infectious disease through a population composed of the players. We use our virtual epidemics game to examine how people respond to epidemics. The analysis shows that people's behavior is responsive to the cost of self-protection, the reported prevalence of disease, and their experiences earlier in the epidemic. Specifically, decreasing the cost of self-protection increases the rate of safe behavior. Higher reported prevalence also raises the likelihood that individuals would engage in self-protection, where the magnitude of this effect depends on how much time has elapsed in the epidemic. Individuals' experiences in terms of how often an infection was acquired when they did not engage in self-protection are another factor that determines whether they will invest in preventive measures later on. All else being equal, individuals who were infected at a higher rate are more likely to engage in self-protective behavior compared to those with a lower rate of infection. Lastly, fixing everything else, people's willingness to engage in safe behavior waxes or wanes over time, depending on the severity of an epidemic: when prevalence is high, people are more likely to adopt self-protective measures as time goes by; when prevalence is low, a ‘self-protection fatigue’ effect sets in whereby individuals are less willing to engage in safe behavior over time. Public Library of Science 2013-01-09 /pmc/articles/PMC3541346/ /pubmed/23326360 http://dx.doi.org/10.1371/journal.pone.0052814 Text en © 2013 Chen et al http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are properly credited.
spellingShingle Research Article
Chen, Frederick
Griffith, Amanda
Cottrell, Allin
Wong, Yue-Ling
Behavioral Responses to Epidemics in an Online Experiment: Using Virtual Diseases to Study Human Behavior
title Behavioral Responses to Epidemics in an Online Experiment: Using Virtual Diseases to Study Human Behavior
title_full Behavioral Responses to Epidemics in an Online Experiment: Using Virtual Diseases to Study Human Behavior
title_fullStr Behavioral Responses to Epidemics in an Online Experiment: Using Virtual Diseases to Study Human Behavior
title_full_unstemmed Behavioral Responses to Epidemics in an Online Experiment: Using Virtual Diseases to Study Human Behavior
title_short Behavioral Responses to Epidemics in an Online Experiment: Using Virtual Diseases to Study Human Behavior
title_sort behavioral responses to epidemics in an online experiment: using virtual diseases to study human behavior
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3541346/
https://www.ncbi.nlm.nih.gov/pubmed/23326360
http://dx.doi.org/10.1371/journal.pone.0052814
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