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

机译:在线实验中对流行病的行为反应:使用虚拟疾病研究人类行为

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摘要

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.
机译:我们报告了我们使用简单的多人在线游戏进行的研究结果,该游戏模拟了传染病在玩家组成的人群中的传播。我们使用我们的虚拟流行病游戏来检查人们对流行病的反应。分析表明,人们的行为与自我保护的成本,所报告的疾病流行率以及他们在流行病早期的经历有关。具体而言,降低自我保护的成本可提高安全行为的速度。据报道,较高的患病率也增加了个人进行自我保护的可能性,这种影响的严重程度取决于该流行病已经过去了多少时间。个人在不进行自我保护时获得感染的频率方面的经验是决定他们是否以后会投资预防措施的另一个因素。在所有其他条件相同的情况下,与感染率较低的人相比,感染率较高的人更有可能进行自我保护。最后,根据流行病的严重程度,解决所有其他问题,人们随时间推移进行安全行为的意愿会起伏或下降:当流行率很高时,人们会随着时间的流逝采取自我保护措施;当患病率低时,就会出现“自我保护疲劳”效应,使个人不愿随着时间的推移从事安全行为。

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