Changing collective behaviour and supporting non-pharmaceutical interventions is an important component in mitigating virus transmission during a pandemic. In a large international collaboration (Study 1, N = 49,968 across 67 countries), we investigated self-reported factors associated with public health behaviours (e.g., spatial distancing and stricter hygiene) and endorsed public policy interventions (e.g., closing bars and restaurants) during the early stage of the COVID-19 pandemic (April-May 2020). Respondents who reported identifying more strongly with their nation consistently reported greater engagement in public health behaviours and support for public health policies. Results were similar for representative and non-representative national samples. Study 2 (N = 42 countries) conceptually replicated the central finding using aggregate indices of national identity (obtained using the World Values Survey) and a measure of actual behaviour change during the pandemic (obtained from Google mobility reports). Higher levels of national identification prior to the pandemic predicted lower mobility during the early stage of the pandemic (r = −0.40). We discuss the potential implications of links between national identity, leadership, and public health for managing COVID-19 and future pandemics.
The domain of gambling is rife with both diagnostic and non-diagnostic information. Previous studies examining scratch card gambling have demonstrated that people are often biased by intuitively appealing, yet non-diagnostic information (i.e., unclaimed prize information). The current study investigated how varying the presentation format of a diagnostic piece of information (i.e., payback percentage) could influence participants’ use of this information when in conflict with unclaimed prize information. We hypothesized that when payback percentage information was presented in a graphical, as opposed to a numerical format, participants would be better at ignoring unclaimed prize information and correspondingly have their preferences become congruent with the true value of the presented scratch cards. In Experiment 1 ( N = 201), with payback percentage presented in a numerical format, participants displayed a non-optimal preference for cards with greater numbers of unclaimed prizes and lower payback percentages. This preference was reversed in Experiment 2 ( N = 201) when payback percentage was presented in a graphical format. In conclusion, the results of the current study demonstrate how judgments in a scratch card gambling domain can be improved by simply changing the presentation format of a single piece of information. Electronic supplementary material The online version of this article (10.1007/s10899-019-09860-1) contains supplementary material, which is available to authorized users.
Across four studies participants (N = 818) rated the profoundness of abstract art images accompanied with varying categories of titles, including: pseudo-profound bullshit titles (e.g., The Deaf Echo), mundane titles (e.g., Canvas 8), and no titles. Randomly generated pseudo-profound bullshit titles increased the perceived profoundness of computer-generated abstract art, compared to when no titles were present (Study 1). Mundane titles did not enhance the perception of profoundness, indicating that pseudo-profound bullshit titles specifically (as opposed to titles in general) enhance the perceived profoundness of abstract art (Study 2). Furthermore, these effects generalize to artist-created abstract art (Study 3). Finally, we report a large correlation between profoundness ratings for pseudo-profound bullshit and "International Art English" statements (Study 4), a mode and style of communication commonly employed by artists to discuss their work. This correlation suggests that these two independently developed communicative modes share underlying cognitive mechanisms in their interpretations. We discuss the potential for these results to be integrated into a larger, new theoretical framework of bullshit as a low-cost strategy for gaining advantages in prestige awarding domains.
Unclaimed prize information (i.e., the number of prizes still available to be won) is information commonly provided to scratch card gamblers. However, unless the number of tickets remaining to be purchased is also provided, this information is uninformative. Despite its lack of utility in assisting gamblers in choosing the most favourable type of scratch card to play, we hypothesized that unclaimed prize information would bias participants’ judgments within a scratch card gambling context. In Experiment 1 (N = 201), we showed that participants are influenced by this information such that they felt more likely to win, were more excited to play, and preferred to hypothetically purchase more of the scratch card with the greatest number of unclaimed prizes. In Experiment 2 (N = 201), we attempted to ameliorate this bias by providing participants with the number of tickets remaining to be purchased and equating the payback percentages of all three games. The bias, although attenuated, still persisted in these conditions. Finally, in Experiment 3 (N = 200), we manipulated the hypothetical scratch cards such that games with the highest number of unclaimed prizes were the least favourable, and vice versa. As in Experiment 2, participants still favoured cards with greater numbers of unclaimed prizes. Possible mechanisms underlying this bias are discussed. In conclusion, across three experiments, we demonstrate that salient unclaimed prize information is capable of exerting a strong effect over judgments related to scratch card games.
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