| Literature DB >> 35103398 |
Robert Böhm1,2,3, Cindy Holtmann-Klenner4, Lars Korn4,5,6, Ana Paula Santana2, Cornelia Betsch4,5,6.
Abstract
The increasing development of resistant pathogens is one of the greatest global health challenges. As antibiotic overuse amplifies antibiotic resistance, antibiotic intake poses a social dilemma in which individuals need to decide whether to prosocially reduce their intake in the collective interest versus to (over)use it even in case of mild diseases. We devise a novel behavioral game paradigm to model the social dilemma of antibiotic intake. Using this new method in an incentivized laboratory experiment (N = 272 German participants), we varied whether players had mutual knowledge about their antibiotic intake. The results indicate that there was substantial antibiotic overuse in the absence of social information. Overuse decreased when social information was present. Our postexperimental survey data further suggest that social information impacts people's behavioral motivation, evaluation of the other player, and positive affect. Taken together, providing social information about people's antibiotic intake may help in reducing antibiotic overuse. On a more general level, the novel behavioral game may be adapted to study other aspects of antibiotic intake to promote prudent use of antibiotics.Entities:
Keywords: antibiotic resistance; antibiotics; health games; social dilemma; social information
Mesh:
Substances:
Year: 2022 PMID: 35103398 PMCID: PMC9544926 DOI: 10.1111/aphw.12345
Source DB: PubMed Journal: Appl Psychol Health Well Being ISSN: 1758-0854
FIGURE 1Expected payoff over 10 rounds given that players follow a unique behavioral strategy in the Interactive Resistance (I‐Resist) game. Note: Expected payoff is considered as the time (in seconds) available to work on the real‐effort task to generate individual payoff (aggregated over 10 rounds). C = Cooperation, that is, taking the medicine only in cases of severe disease; D = Defection, that is, taking the medicine for both mild and severe diseases. The number of rounds in which the medicine is available depends on both players' behavioral strategy. Specifically, the medicine is effectively available for 10 rounds in case of [player 1 strategy: C, player 2 strategy: C]. It is available for * 10 rounds in case of [C, D] and [D, C], respectively, and for * 10 rounds in case of [D, D]. Given a random distribution of mild and severe diseases over the 10 rounds, the expected payoffs (seconds of total working time, given the players' strategies) are calculated as follows: Payoff [C, C] = 10 rounds * probability * 60 s + probability * 10 s = 350 s of total time; Payoff [C, D] = 10 * * 60 + * 10 + = 250; Payoff [D, C] = 10 * * 60 + 10 * = 417; Payoff [D, D] = 10 * * 60 + 10 * = 325
Mixed‐effects models predicting medicine intake in the Interactive Resistance (I‐Resist) game by experimental condition
| Model 1 | Model 2 | Model 3 | |||||||
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| Predictors |
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| Intercept | 0.39 | 0.34 | .257 | 0.37 | 0.33 | .259 | 0.37 | 0.32 | .252 |
| Social information (A) | −1.36 | 0.49 | .006 | −1.30 | 0.46 | .005 | −1.28 | 0.45 | .005 |
| Severity (B) | 5.69 | 0.53 | <.001 | 5.82 | 0.59 | <.001 | 5.66 | 0.56 | <.001 |
| SVO (C) | −0.02 | 0.02 | .300 | −0.01 | 0.02 | .344 | |||
| Generalized trust (D) | −0.16 | 0.23 | .481 | −0.20 | 0.22 | .368 | |||
| Round | 0.22 | 0.05 | <.001 | 0.21 | 0.05 | .001 | 0.21 | 0.05 | <.001 |
| A * B | 2.22 | 0.91 | .015 | 2.33 | 0.94 | .014 | 4.70 | 2.13 | .027 |
| A * C | 0.00 | 0.02 | .869 | .000 | .026 | .984 | |||
| A * D | −0.22 | 0.31 | .492 | −.083 | .311 | .788 | |||
| B * C | 0.00 | 0.04 | .826 | −.030 | .051 | .547 | |||
| B * D | −0.35 | 0.43 | .417 | 0.19 | .489 | .688 | |||
| A * B * C | 0.10 | 0.08 | .207 | ||||||
| A * B * D | −2.85 | 1.42 | .046 | ||||||
| Observations/individuals/groups | 1722/268/134 | 1722/268/134 | 1722/268/134 | ||||||
| Marginal | 0.542/0.859 | 0.579/0.858 | 0.683/0.890 | ||||||
| τ00 individual | 2.10 | 2.00 | 1.81 | ||||||
| τ00 group | 5.27 | 4.50 | 4.39 | ||||||
| ICC | 0.69 | 0.66 | 0.65 | ||||||
| AIC/BIC | 984.9/1023 | 984.3/1055.1 | 980.5/1062.2 | ||||||
Note: Participants and interaction groups were treated as random effects. Social information: −0.5 = Absent, +0.5 = Present; Severity: −0.5 = Mild, +0.5 = Severe; Round: 2–10. SVO and generalized trust were mean‐centered. Bs represent unstandardized regression coefficients. Marginal R 2 refers to the proportion of variance explained by the fixed effects. Conditional R 2 refers to the proportion of variance explained by the fixed effects and the random effect. τ00 Individual = random effect for the individuals. τ00 Group = random effect for the groups. ICC = intraclass correlation for individual decisions nested within groups.
FIGURE 2Proportion of medicine intake relative to all possible decisions as a function of disease severity and social information (panel a). Probability of taking the medicine as a function of disease severity, social information, and generalized trust (panel b). Note: Light gray: mild disease, dark gray: severe disease. (a) Dots represent single participants and display the proportion of medicine used relative to all possible decisions in which the medicine was effective. For example, if a participant took the medicine in three out of three cases (alternatively: four out of five), he/she received a value of 1 (0.8). Areas represent the density distribution across all participants. For the severe disease (right), the proportion of participants who took the medicine was high, irrespective of social information. In contrast, for the mild disease (left), the proportion of participants who took the medicine was low and lowest when social information was present. (b) Lines represent the proportion of participants taking the medicine across all rounds where the medicine was effective, depending on disease severity, social information, and generalized trust. Areas represent 95% confidence intervals. High‐trusting individuals were particularly willing to cooperate by reducing medicine overuse
Mixed‐effects models predicting medicine intake in the Interactive Resistance (I‐Resist) game in the social information condition
| Model 4 | |||
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| Predictors |
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| Intercept | −1.47 | 0.47 | 0.001 |
| Severity (A) | 14.12 | 3.13 | <.001 |
| SVO angle (B) | −0.02 | 0.01 | .207 |
| Generalized trust (C) | −0.23 | 0.20 | .234 |
| Severity other player previous round (D) | 3.36 | 3.16 | .287 |
| Decision other player previous round (E) | 1.41 | 0.55 | .011 |
| Round | 0.35 | 0.08 | <.001 |
| A * B | 0.12 | 0.07 | .107 |
| A * C | −3.29 | 1.55 | .033 |
| D * E | −4.17 | 3.22 | .196 |
| A * D | −6.29 | 71.77 | .930 |
| A * E | 2.40 | 71.76 | .973 |
| Observations/individuals/groups | 914/132/66 | ||
| Marginal | 0.802/0.944 | ||
| τ00 individual | 0.64 | ||
| τ00 group | 7.75 | ||
| ICC | 0.72 | ||
| AIC/BIC | 424.4/491.9 | ||
Note: Participants and interaction groups were treated as random effects. Social information: −0.5 = Absent, +0.5 = Present; Severity: −0.5 = Mild, +0.5 = Severe. Decision of the other person in the previous round: −0.5 = No, +0.5 = Yes; Severity of the other person's disease in the previous round: −0.5 = Mild, +0.5 = Severe; Round: 2–10. SVO and generalized trust were mean‐centered. Bs represent unstandardized regression coefficients. Marginal R 2 refers to the proportion of variance explained by the fixed effects. Conditional R 2 refers to the proportion of variance explained by the fixed effects and the random effect. τ00 Individual = random effect for the individuals. τ00 Group = random effect for the groups. ICC = intraclass correlation for individual decisions nested within groups.