In two experiments, participants had to choose between a sure and a risky option. The sure option was presented either in a gain or a loss frame. Need was defined as a minimum score the participants had to reach. Moreover, choices were made under two different time constraints and with three different levels of induced need to be reached within a fixed number of trials. The two experiments differed with respect to the specific amounts to win and the need levels. The 2 Â 2 Â 3 design was a within-subject design. Data were evaluated on an overall and on a group level, the latter based on participants' stated risk preference and on revealed preferences (choice proportions) using cluster analysis across subjects. Overall, the results showed riskier behavior when the choice options were presented as losses as compared to gains (framing effect) and when the induced need was highest. Time limits enhanced the framing effect. Keywords Need Á Framing effect Á Time constraints Á Induced need Á Reflection effect Á Risky choice Á Decision-making Á Individual differences
This study examined framing effects in decisions concerning public health. Tversky and Kahneman’s famous Asian Disease Problem served as experimental paradigm. Subjects chose between a sure and a risky option either presented as gains (saving lives) or as losses (dying). The amount of risk varied in terms of different probabilities. The number of affected people was either small (low need) or large (high need). Additionally, the decisions were linked to three different types of diseases (unusual infection, AIDS, leukemia). We also implemented two different time constraints during which the subjects had to give a response. Finally, we tested a within-subject design. The data analysis assuming a linear mixed effects model revealed significant effects of framing, probabilities, and need. Furthermore, the type of disease and time constraints were moderating the framing effect. Across the different diseases, framing effects were amplified when decision time was short.
To investigate how neediness and identifiability of a recipient influence the willingness of a donor to invest resources in charity-like lotteries we propose a new game, called 'need game'. Similar to the dictator game, the need game includes two players, one active player (the donor or dictator) and one passive player (the recipient). Both players require a minimum need (N D and N R), expressed in terms of points. The donor is endowed with K D points and must retain at least N D points, i.e., the need, with N D < K D , at the end of the game with n rounds. The recipient starts with K R points and must end the game with at least N R points, i.e., the need, with K R < N R < K D. The donor is asked to choose one of three different amounts from K D to place a bet on a lottery. If won, the gain is added to the endowment. If lost, the recipient receives the points. The recipient is paid only when his/her need threshold is obtained; likewise the donor gets paid only when his/her need threshold is maintained. The main focus here is on need of both players (N D = N R = 2, 200, and ND = N R = 0 serving as baseline control) and the identifiability of the recipient (no information, described by text and picture, and physical presence). We probe whether the amount invested by the donor depends on need and identifiability of the recipient. In addition, we include the framing of the game as gain or loss, different probabilities to win/lose, and different time limits as covariates. We found that each of these factors can play a role when investing in charity-like lotteries.
The present study investigates the influence of framing, different amounts to lose, and probabilities of a risky and sure choice option, time limits, and need on risky decision-making. For a given block of trials, participants were equipped with a personal budget (number of points). On each trial within a block, a specific initial amount is possibly taken from the budget by the outcome of a gamble or the choice of a sure loss option. The goal was to avoid losing points from the budget for not falling below a predefined need threshold. Three different levels of induced need were included. Employing a psychophysical experimental approach, we furthermore tested a sequential component of human risk behavior towards a need threshold inspired by research on animal foraging behavior. Risk-sensitivity models and the Stone-Geary framework serve as generating hypotheses on need thresholds. We found that framing, need, and probabilities influenced risky choices. Time limits and initial amounts moderated the framing effect. No sequential component was observed.
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