Nicolò Alessandro Girardini, Arkadiusz Stopczynski, Olga Baranov, Cornelia Betsch, Dirk Brockmann, Sune Lehmann, Robert Böhm
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引用次数: 0
Abstract
One of the most important tools available to limit the spread and impact of infectious diseases is vaccination. It is therefore important to understand what factors determine people's vaccination decisions. To this end, previous behavioural research made use of, (i) controlled but often abstract or hypothetical studies (e.g., vignettes) or, (ii) realistic but typically less flexible studies that make it difficult to understand individual decision processes (e.g., clinical trials). Combining the best of these approaches, we propose integrating real-world Bluetooth contacts via smartphones in several rounds of a game scenario, as a novel methodology to study vaccination decisions and disease spread. In our 12-week proof-of-concept study conducted with N = 494 students, we found that participants strongly responded to some of the information provided to them during or after each decision round, particularly those related to their individual health outcomes. In contrast, information related to others' decisions and outcomes (e.g., the number of vaccinated or infected individuals) appeared to be less important. We discuss the potential of this novel method and point to fruitful areas for future research.
接种疫苗是限制传染病传播和影响的最重要手段之一。因此,了解决定人们接种疫苗的因素非常重要。为此,以往的行为学研究采用了以下方法:(i) 受控但通常抽象或假设的研究(如小故事),或 (ii) 现实但通常不太灵活的研究,这些研究很难理解个人的决策过程(如临床试验)。结合这些方法的优点,我们建议将现实世界中通过智能手机进行的蓝牙接触整合到几轮游戏场景中,作为研究疫苗接种决策和疾病传播的新方法。在我们对 N = 494 名学生进行的为期 12 周的概念验证研究中,我们发现参与者对每轮决策期间或之后提供给他们的一些信息反应强烈,尤其是与他们个人健康结果相关的信息。相比之下,与其他人的决定和结果(如接种疫苗或受感染的人数)相关的信息似乎不那么重要。我们讨论了这一新颖方法的潜力,并指出了未来富有成效的研究领域。