Game-based economics research explains why we roll the dice on flu shots
With 41 states having reported widespread and severe outbreaks of flu this season, timely new research sheds light on why less than half of the American population has gotten a flu shot. Despite widespread knowledge that a vaccine is the best way to reduce the chances of catching and spreading the flu, even three of the four main TODAY show anchors recently admitted they had not gotten a flu shot (until they did so live on the air).
Using
an online computer game that simulates the spread of an infectious disease
among its players, researchers at Wake Forest University learned more about
what motivates people to protect themselves from infection -- from the flu to
whooping cough.
The
study, the first in the economics of disease control using virtual diseases,
was conducted by economists Fred Chen, Allin Cottrell and Amanda Griffith, and
computer scientist Yue-Ling Wong.
"When
it comes to policies for disease control, one size does not fit all. Some
people are very risk tolerant and some are super risk averse. Our research
shows that to prevent an epidemic, there is a need to tailor a menu of options
for different kinds of people," said Chen, who studies economic
epidemiology.
When
studying how best to contain epidemics, scientists and policy makers often must
make assumptions in mathematical models about how many people will or will not
take preventive measures to keep from getting sick. The virtual epidemic
experiment allowed first-hand observation about how people really behave when
faced with choices about whether or not to self-protect during a widespread
occurrence of infection in a community.
Rolling
the dice to stay healthy
The
multiplayer game simulates an epidemic among the players over several weeks. At
the beginning of each day of the game, healthy players have the option to
choose, at a cost, a protective action that reduces the likelihood of getting
infected.
"We
can't do in real life what we can do in the game," said Griffith. "We
can't give some people treatment and others not. The game gave us a way to
conduct an experiment on behavior that could never be done in real life."
Because
self-protecting involves a cost, players earned the highest number of points by
staying healthy and not choosing the preventative measures. At the end of the
game, players knew they would receive a gift card with a value equal to the
total number of points earned in the game -- an incentive to play honestly.
The
experiment was conducted twice. In one game, the cost for players to
self-protect was low, in the other it was higher. Players in the low cost
condition were significantly more likely to make the choice to protect
themselves from infection.
"Players
were rolling the dice to see if they could stay healthy without paying the
costs of protection. But even those players who were more inclined to take
risks chose to self-protect the more often they got sick," Chen said.
The
results can be applied to many illnesses from the common cold to sexually
transmitted diseases, where there are costs, financial or otherwise, to taking
a preventative measure. For example, in the face of an outbreak of flu,
preventative costs might include a fear of negative side effects from taking a
vaccination, a fear of needles, lost pay for time away from work, the gas cost
of driving to a flu shot center and the time spent waiting in line for a
vaccination as well as, for some, the cost of the vaccination itself.
Successfully
promoting preventative measures
The study
shows that to reduce disease prevalence, policies that reduce the cost of
self-protection can be helpful, such as offering paid time off for employees
who get flu shots or providing free flu shots onsite.
The
research also showed that as the number of players infected increased, so, too,
did the number of players who chose to protect themselves from infection.
"At
the start of each day, participants could see how many players in the game were
infected. As the number of sick players increased, more healthy players chose
to take the preventative measure. During a bad cold and flu season like the one
we are in this winter, more people may may be willing to take extra precautions
if they know how many people in their community are sick," Chen said.
Researchers
also found that players who got infected at a higher rate were more likely to
take precautionary action in the future and that people's willingness to engage
in safe behavior increases or decreases over time depending on the seriousness
of the epidemic.
Source: Wake Forest University
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