choice architecture
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2022 ◽  
Vol 119 (1) ◽  
pp. e2107346118
Author(s):  
Stephanie Mertens ◽  
Mario Herberz ◽  
Ulf J. J. Hahnel ◽  
Tobias Brosch

Over the past decade, choice architecture interventions or so-called nudges have received widespread attention from both researchers and policy makers. Built on insights from the behavioral sciences, this class of behavioral interventions focuses on the design of choice environments that facilitate personally and socially desirable decisions without restricting people in their freedom of choice. Drawing on more than 200 studies reporting over 450 effect sizes (n = 2,149,683), we present a comprehensive analysis of the effectiveness of choice architecture interventions across techniques, behavioral domains, and contextual study characteristics. Our results show that choice architecture interventions overall promote behavior change with a small to medium effect size of Cohen’s d = 0.45 (95% CI [0.39, 0.52]). In addition, we find that the effectiveness of choice architecture interventions varies significantly as a function of technique and domain. Across behavioral domains, interventions that target the organization and structure of choice alternatives (decision structure) consistently outperform interventions that focus on the description of alternatives (decision information) or the reinforcement of behavioral intentions (decision assistance). Food choices are particularly responsive to choice architecture interventions, with effect sizes up to 2.5 times larger than those in other behavioral domains. Overall, choice architecture interventions affect behavior relatively independently of contextual study characteristics such as the geographical location or the target population of the intervention. Our analysis further reveals a moderate publication bias toward positive results in the literature. We end with a discussion of the implications of our findings for theory and behaviorally informed policy making.


Author(s):  
Elizabeth Hardy ◽  
Lauryn Conway ◽  
Haris Khan
Keyword(s):  

2021 ◽  
Vol 22 (27/28) ◽  
Author(s):  
Marie-Luise Meier

Abstract: Using Cass Sunstein and Richard Thaler’s concept of nudge (2008), this article transforms Stuart Hall’s notion of preferred reading (1973) into the concept of preferred playing to create a new approach to textual analysis appropriate for video games as interactive media. Markers for preferred playing as an alternative to more traditional close reading are discussed together with concepts and insights from contemporary game studios and game design regarding the medium’s different layers.   Käesolev artikkel loob Stuart Halli (1973) eelistatud lugemise (preferred reading) käsitluse alusel eelistatud mängimise (preferred playing) kontseptsiooni, kasutades selleks Cass Sunsteini ja Richard Thaleri (2008) nügimise (nudge) mõistet, et luua uus lähenemine tekstianalüüsile, mis oleks sobiv videomängude kui interaktiivse meediumi analüüsiks. Koos mõistete ja uuendustega nüüdisaegsest ludoloogiast ja mängudisainist arutatakse eelistatud mängimise markereid kui alternatiivi levinumale lähilugemisele videomängu meediumi eri kihistuste uurimiseks. Artikli alguses on välja toodud varasemate kvalitatiivsete ja kvantitatiivsete lähenemiste problemaatika videomänguanalüüsis, mis on eriti märgatav siis, kui käsitletakse rassi, klassi ja soo kujutamist videomängudes. Kuna varasemates lähenemistes jääb tihti puudu objektiivsusest ning tihtipeale kujutatakse videomänge, vältimatult interaktiivset meediumit, ka liiga lihtsustatult, soovitan kaheosalist lähenemist videomänguanalüüsile. Alustuseks pakun ma potentsiaalsete tegevuste ja sündmuste kaardistamise videomängudes, võttes aluseks Fernández-Vara (2015) kontseptsiooni võimalusruumist (space of possibilities). Kuigi see aitab videomänge mõista terviklikena, ei piisa sellest siiski mängusiseste vaatepunktide ja ideoloogiate analüüsiks, sest need on tihti kodeeritud eelistama üht või teist valikut. Seetõttu loon ma Halli (1973) mõiste „eelistatud lugemine“ (preferred reading) alusel, koos selle alla kuuluvate vastanduva (oppositional) ja sobitava (negotiated) lugemise mõistetega, kontseptsiooni eelistatud mängimisest (preferred playing). Sel eesmärgil kasutan ma Thaleri ja Sunsteini (2008) terminit „nügimine“ (nudge), pakkudes välja, et videomäng ise markeerib ideaalse viisi enda mängimiseks. Eelistatud mängimine on seega domineeriv mängustiil, mis on tuletatud neist nügimistest, mida mäng mängijale esitab; vastanduv mängimine on mängustiil, mis tunneb need nügimised küll ära, kuid vastandub neile tahtlikult, näiteks lõhestava või etendusliku mängimise eesmärgil. Sobitav mängimine seevastu aga kaasab tihti eelistatud mängimist, kuid muudab seda vastavalt mängija soovidele. Selleks, et mõista, millised nügimised videomängudes moodustavad eelistatud mängimise, on vaja analüüsida videomängude erinevaid aspekte ja kihistusi. Nügimine on eriti tavapärane nn visuaalsete vaikesätete puhul, kuid esineb ka paljudes mängumehhaanika detailides, näiteks tasakaalustamises, keerukuses ja väljakutsetes, aga ka eesmärkides ja auhindades. Tähendusrikas tasemedisain ja žanri- ning narratiivielementide kasutamine kujundavad täiendavalt kujutluspilti ideaalsest teekonnast läbi videomängu sündmuste, mille põhjal saavad seega tuletada videomängu eelistatud mängimise nii mängijad ise kui ka ludoloogid. Kirjeldatud metodoloogia abil saab luua lähteteksti, analüüsimaks videomänge nii soo kujutamise osas kui ka näiteks rassi kujutamises, kuna alaesindatuse probleem on mõlema aspekti puhul tavapärane (Williams jt 2009). Kuna tegemist on kohandatava töövahendiga videomängude analüüsiks, saab seda vastavalt vajadusele kasutada ka koos teiste teoreetiliste lähenemistega.


2021 ◽  
Author(s):  
Tessa Delaney ◽  
Sze Lin Yoong ◽  
Hannah Lamont ◽  
Luke Wolfenden ◽  
Tara Clinton-McHarg ◽  
...  

BACKGROUND High school canteens are a recommended setting for public health nutrition intervention. The rapid uptake of online lunch ordering within school canteens provides a unique opportunity to support the purchase healthier lunch items via the use of choice architecture strategies. Despite this, no trial has tested the efficacy of choice architecture strategies within an online lunch ordering system on improving the nutritional quality of high school student lunch purchases. OBJECTIVE To assess the impact of embedding choice architecture strategies into an online lunch ordering system (menu labelling, prompts, item positioning, and feedback) on the nutritional quality of the school canteen lunch purchases of high school students (aged 12-19 years). METHODS A cluster randomized controlled trial was conducted with nine high schools in one Australian state. Schools were randomized to receive either the choice architecture intervention, or usual online ordering. Nutrient quality was assessed using routine data collected by the online ordering system. Primary outcomes were the proportion of ‘Everyday’, ‘Occasional’, and ‘Should Not Be Sold’ items purchased, categorized using the state healthy canteen policy. Secondary outcomes were the mean energy, saturated fat, sugar, and sodium content of purchases. Linear mixed models were analyzed to assess outcomes. RESULTS There were significant between group differences over time for the intervention group for the mean percentage of online lunch items per student that were ‘Everyday’ (+5.5%; [95% CI 2.2, 8.9]; P <0.001) and ‘Should Not Be Sold’ (-4.4%; [95% CI -7.0, -1.8]; P <0.001). There were no between group differences over time in the mean percentage of online lunch items that were ‘Occasional’ or the average energy, saturated fat, sugar, or sodium content of lunch orders. CONCLUSIONS These findings suggest that a low intensity, choice architecture intervention embedded within an online ordering system can increase the purchase of healthier food items for high school students. CLINICALTRIAL This trial was prospectively registered on Open Science Framework on 23rd October 2020 as osf.io/h8zfr.


2021 ◽  
pp. 1-33
Author(s):  
Dominic Lemken

Abstract On the one hand, default nudges are proven to strongly influence behavior. On the other hand, a number of consumer autonomy and welfare concerns have been raised that hinder public policy applications. Both nudge success and ethical concerns depend heavily on the design of defaults. We identify six taxonomic characteristics that matter to the ethical and the nudge success dimension. We review the default nudge literature (N = 61) and review ethical studies to assess both dimensions concerning the taxonomy. When designing a default, a choice architect inevitably makes a decision concerning the characteristics. Among others, the results show three main findings. (1) The initial choice architecture regularly imposes welfare losses and impedes consumer autonomy. Forced active choosing can mitigate both issues. (2) Empirical evidence suggests that transparent defaults are similarly effective as the non-transparent counterparts. (3) The framing of the choice in combination with a choice structuring default leads to greater nudge success and tends to involve the reflective decision-making patterns. Choice architects can trade-off nudge success for legitimacy but a design change may also benefit one without harming the other. We discuss further options of choice architects to legitimize a default.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Subhashis Sinha ◽  
Nikunj Kumar Jain

PurposeThe purpose of this paper is to explore the role of HR managers as choice architects to increase the communication efforts for vaccination drives, thereby making the workplace a safe place for all employees.Design/methodology/approachThis study used qualitative research methodology and interviewed 10 HR managers.FindingsThe findings indicate that HR managers can use the nudge theory and choice architecture to encourage employees towards coronavirus disease 2019 (COVID-19) vaccination.Practical implicationsHR professionals will get an alternate perspective regarding how learnings from behavioural economics can be leveraged in a post-pandemic world which can help them create a safe working environment.Originality/valueThis paper is an attempt to explore how learnings from behavioural economics (that is, nudge theory and choice architecture) can be leveraged by HR managers to design default options while organizing COVID-19 vaccination camps to motivate employees to get fully vaccinated and hence creating a safe working environment.


2021 ◽  
pp. 1-18
Author(s):  
Helena SIIPI ◽  
Polaris KOI

While nudging has garnered plenty of interdisciplinary attention, the ethics of applying it to climate policy has been little discussed. However, not all ethical considerations surrounding nudging are straightforward to apply to climate nudges. In this article, we overview the state of the debate on the ethics of nudging and highlight themes that are either specific to or particularly important for climate nudges. These include: the justification of nudges that are not self-regarding; how to account for climate change denialists; transparency; knowing the right or best behaviours; justice concerns; and whether the efficacy of nudges is sufficient for nudges to be justified as a response to the climate crisis. We conclude that climate nudges raise distinct ethical questions that ought to be considered in developing climate nudges.


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