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Reflections on a Virtual Experiment Addressing Human Behavior During Epidemics

机译:关于应对流行病中人类行为的虚拟实验的思考

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We report on preliminary results from a pilot study using a virtual experiment to analyse human behavior during epidemics of an infectious disease. The experiment used a two-dimensional computer game representing an epidemic scenario, linked to an agent based simulation of an epidemic spreading through a large population. 230 participants played the game and completed questionnaires about their characteristics in relation to a psychological model of health behaviour, Protection Motivation Theory. The results show that participants responded to increasing infection load in their local neighbourhood by reducing their social contacts, as they would be expected to do in reality. However, there was no correlation between the strength of this response and a number of psychological factors that are known to be associated with health protective behavior in the real world. This suggests that participants might not have responded to the game in the same way they would respond to a real epidemic. We discuss possible explanations for this mismatch, drawing on ideas from experimental behavioral economics, psychology, computer game design, and the study of virtual worlds, and suggest ways in which our experimental methodology could be improved to produce a more realistic response.
机译:我们报告了使用虚拟实验分析传染病流行期间人类行为的一项初步研究的初步结果。该实验使用了代表流行病场景的二维计算机游戏,该游戏与基于主体的流行病传播模拟相联系。 230名参与者玩了游戏,并完成了有关其与健康行为心理模型(保护动机理论)有关的特征的问卷调查。结果表明,参加者通过减少社交接触来应对当地社区不断增加的感染量,这是人们期望的。但是,这种反应的强度与现实世界中已知与健康保护行为相关的许多心理因素之间没有关联。这表明参与者对游戏的反应可能与对真实流行病的反应不同。我们根据实验行为经济学,心理学,计算机游戏设计以及对虚拟世界的研究,讨论了这种失配的可能解释,并提出了改进我们的实验方法以产生更现实响应的方法。

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