Players' identity and their reputation are known to influence cooperation in economic games, but little is known about how they interact. Our study aimed to understand how presenting pre-programmed co-players' identities (face photos; names) along with their previous cooperation history (reputation) could influence participants' cooperative decisions in a public goods game. Participants (N = 759) were allocated to one of six experimental groups: (i) control (no information); (ii) only reputation (neutral, free-rider, or cooperative); (iii) only face; (iv) face with reputation; (v) only name; (vi) name with reputation.
View Article and Find Full Text PDFAt the beginning of 2020, COVID-19 became a global problem. Despite all the efforts to emphasize the relevance of preventive measures, not everyone adhered to them. Thus, learning more about the characteristics determining attitudinal and behavioral responses to the pandemic is crucial to improving future interventions.
View Article and Find Full Text PDFChanging 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.
View Article and Find Full Text PDFBackground: The emergent categorization involving paintings by renowned painters and their corresponding names was demonstrated by previous studies. However, the results of these studies suggest that the colors of the pictures may have played a preponderant role, obscuring other aspects of the stimuli that could be more directly related to the style of each painter. To verify this possibility, the present study used the same methodology of Ferreira et al.
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