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1.
Proc Natl Acad Sci U S A ; 121(17): e2322549121, 2024 Apr 23.
Article in English | MEDLINE | ID: mdl-38630716

ABSTRACT

We present an experiment on the immediate and lasting effects of reminder nudges in a complex environment. In the study, 1,542 subjects face a setting where, within a brief time frame, they have to pay attention to and perform multiple actions in a computer game. The experiment investigates i) the effect of reminders on the reminded actions and their spillovers on nonreminded actions; ii) spillovers between multiple nudges when the number of reminded actions is increased; and iii) intertemporal spillovers from having been exposed to reminders on actions after reminders are withdrawn. Our findings reveal, first, that reminders have a positive effect on the overall number of actions performed. It results from the positive direct effect on the reminded actions dominating the negative spillovers on nonreminded actions. These negative effects are notable in our setting, where reminders could potentially have positive spillovers by freezing attention or by indirectly prompting actions similar to the reminded ones. Second, we observe that reminder nudges are scalable. Increasing the number of reminded actions leads subjects to take more actions overall, albeit with diminishing returns and more pronounced negative spillover effects. Third, after reminders are withdrawn, the positive effect on reminded actions diminishes, while negative spillovers on nonreminded actions persist, thus rendering reminders ineffective in increasing the overall number of actions performed.

2.
Data Brief ; 42: 108102, 2022 Jun.
Article in English | MEDLINE | ID: mdl-35434218

ABSTRACT

Data were collected in a randomized controlled trial of a game-based online intervention aimed at fostering awareness of food safety and risk-reducing behavior among consumers. 1,973 participants from the UK and Norway, aged 18-89 years, were assigned to (i) a control condition, or (ii) exposed to a brief information video, or (iii) in addition played an online game (two different conditions). In all conditions, participants answered a pre- and post-survey with seven days in between. The surveys comprised questions on sociodemographic background, preferences related to food, recent food safety behaviors and beliefs in the efficacy of a number of food safety actions, as well as beliefs in myths related to food and hygiene. Efficacy beliefs (13 questions in the pre- and post-surveys) capture how an individual thinks particular actions will affect the likelihood of contracting food-borne disease. Beliefs in myths (8 questions in the pre- and post-surveys) refer to commonly held 'true-or-false' beliefs with no base in scientific facts. Target behavior (21 questions in the pre- and post-surveys) refer to self-reported food safety behaviors that were targeted in the interventions. Additional questions address beliefs and behavior in relevant food safety areas that were not targeted in the interventions. The survey items related to beliefs and behaviors were based on or inspired by previous work of the SafeConsume EU consortium (www.safeconsume.eu). In the information condition, participants watched a two-minute information video about food safety. Participants were given information about five broad themes: personal hygiene (hand washing), kitchen hygiene (cleaning utensils and surfaces), washing fresh vegetables and fruits, not rinsing meat or poultry, checking the temperature of cooked meat or poultry. In the game conditions, participants first watched an information video (either the neutrally framed one from the information condition or a version with pictures framed to trigger a disgust reaction). Then participants prepared four recipes in an online game, where they were repeatedly confronted with food safety related actions. After each recipe, participants received feedback on how they handled a number of important food safety actions. Our survey measures provide scholars and practitioners with data from adults in Norway and the UK to perform analyses regarding consumers' knowledge and behavior related to food safety. Data and the replication code for the associated research article Koch et al. [3] are accessible at Koch et al. [4].

3.
Proc Natl Acad Sci U S A ; 118(10)2021 03 09.
Article in English | MEDLINE | ID: mdl-33658380

ABSTRACT

Members of a social species need to make appropriate decisions about who, how, and when to interact with others in their group. However, it has been difficult for researchers to detect the inputs to these decisions and, in particular, how much information individuals actually have about their social context. We present a method that can serve as a social assay to quantify how patterns of aggression depend upon information about the ranks of individuals within social dominance hierarchies. Applied to existing data on aggression in 172 social groups across 85 species in 23 orders, it reveals three main patterns of rank-dependent social dominance: the downward heuristic (aggress uniformly against lower-ranked opponents), close competitors (aggress against opponents ranked slightly below self), and bullying (aggress against opponents ranked much lower than self). The majority of the groups (133 groups, 77%) follow a downward heuristic, but a significant minority (38 groups, 22%) show more complex social dominance patterns (close competitors or bullying) consistent with higher levels of social information use. These patterns are not phylogenetically constrained and different groups within the same species can use different patterns, suggesting that heuristic use may depend on context and the structuring of aggression by social information should not be considered a fixed characteristic of a species. Our approach provides opportunities to study the use of social information within and across species and the evolution of social complexity and cognition.


Subject(s)
Aggression , Behavior, Animal , Heuristics , Social Behavior , Social Dominance , Animals
4.
Front Psychol ; 9: 1679, 2018.
Article in English | MEDLINE | ID: mdl-30250444

ABSTRACT

Using the method or time-delayed embedding, a signal can be embedded into higher-dimensional space in order to study its dynamics. This requires knowledge of two parameters: The delay parameter τ, and the embedding dimension parameter D. Two standard methods to estimate these parameters in one-dimensional time series involve the inspection of the Average Mutual Information (AMI) function and the False Nearest Neighbor (FNN) function. In some contexts, however, such as phase-space reconstruction for Multidimensional Recurrence Quantification Analysis (MdRQA), the empirical time series that need to be embedded already possess a dimensionality higher than one. In the current article, we present extensions of the AMI and FNN functions for higher dimensional time series and their application to data from the Lorenz system coded in Matlab.

5.
Front Psychol ; 7: 1835, 2016.
Article in English | MEDLINE | ID: mdl-27920748

ABSTRACT

We introduce Multidimensional Recurrence Quantification Analysis (MdRQA) as a tool to analyze multidimensional time-series data. We show how MdRQA can be used to capture the dynamics of high-dimensional signals, and how MdRQA can be used to assess coupling between two or more variables. In particular, we describe applications of the method in research on joint and collective action, as it provides a coherent analysis framework to systematically investigate dynamics at different group levels-from individual dynamics, to dyadic dynamics, up to global group-level of arbitrary size. The Appendix in Supplementary Material contains a software implementation in MATLAB to calculate MdRQA measures.

6.
Physiol Behav ; 156: 24-34, 2016 Mar 15.
Article in English | MEDLINE | ID: mdl-26773466

ABSTRACT

Recent research suggests that shared behavioral dynamics during interpersonal interaction are indicative of subjective and objective outcomes of the interaction, such as feelings of rapport and success of performance. The role of shared physiological dynamics to quantify interpersonal interaction, however, has received comparatively little attention. In the present study, we investigate the coordination dynamics of multiple psychophysiological measures and their utility in capturing emotional dynamics in teams. We use data from an experiment where teams of three people built origami boats together in an assembly-line manner while their heart rate, skin conductance, and facial muscle activity were recorded. Our results show that physiological synchrony of skin conductance measures and eletromyographic measures of the corrugator supercilii develops spontaneously among team members during this cooperative production task. Moreover, high team synchrony is found indicative of team cohesion, while low team synchrony is found indicative of a teams' decision to adopt a new behavior across multiple production sessions. We conclude that team-level measures of synchrony offer new and complementary information compared to measures of individual levels of physiological activity.


Subject(s)
Cooperative Behavior , Group Processes , Interpersonal Relations , Psychophysiology , Adolescent , Adult , Emotions , Female , Humans , Male , Middle Aged , Monitoring, Physiologic/methods
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