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Glossary

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Empathy Gap (Hot-Cold/Positive-Negative)

Impact of a prior emotional state on the likelihood of selecting choice options and appears most pronounced when the difference (gap) in the pre- versus post- (choice) state is maximized.

A hot-cold empathy gap occurs when people underestimate the influence of visceral states (e.g. being angry, in pain, or hungry) on their behavior or preferences (Loewenstein, 2005). In medical decision making, for example, a hot-to-cold empathy gap may lead to undesirable treatment choices when cancer patients are asked to choose between treatment options right after being told about their diagnosis.

Endowment Effect/Bias

Effect of the apparent overvaluing of a possession, including a relationship. (See Loss Aversion, Inertia and Status Quo Bias.)

This bias occurs when we overvalue something that we own, regardless of its objective market value (Kahneman et al., 1991). It is evident when people become relatively reluctant to part with a good they own for its cash equivalent, or if the amount that people are willing to pay for the good is lower than what they are willing to accept when selling it. Put more simply, people place a greater value on things once they have established ownership. This is especially true for things that wouldn't normally be bought or sold on the market, usually items with symbolic, experiential, or emotional significance.

Expectancy Theory

First proposed by Victor H. Vroom, this conceptual model suggests that the selection of behavioral choice options are directed by their anticipated consequences.

Fairness

In behavioral science, fairness refers to our social preference for equitable outcomes. This can present itself as inequity aversion, people’s tendency to dislike unequal payoffs in their own or someone else’s favor. The tendency has been documented through experimental games, such as the ultimatum, dictator, and trust games (Fehr & Schmidt, 1999).

Fast and Frugal

Fast and frugal decision-making refers to the application of ecologically rational heuristics, such as the recognition heuristic, which are rooted in the psychological capacities that we have evolved as human animals (e.g. memory and perceptual systems). They are ‘fast and frugal’ because they are effective under conditions of bounded rationality—when knowledge, time, and computational power are limited (Goldstein & Gigerenzer, 2002).

Framing Effect

Impact on the likelihood of choice option selection associated with the method of or context within which options are presented. For example, risky choice framing would be represented by presenting the identical likelihood of winning but in terms of both winning and losing (i.e., the likelihood of winning is 30 out of 100 cases, but the likelihood of losing is 70 out of 100 cases).

Choices can be presented in a way that highlights the positive or negative aspects of the same decision, leading to changes in their relative attractiveness. This technique was part of Tversky and Kahneman’s development of prospect theory, which framed gambles in terms of losses or gains (Kahneman & Tversky, 1979). Different types of framing approaches have been identified, including risky choice framing (e.g. the risk of losing 10 out of 100 lives vs the opportunity to save 90 out of 100 lives), attribute framing (e.g. beef that is 95% lean vs 5% fat), and goal framing (e.g. motivating people by offering a $5 reward vs imposing a $5 penalty) (Levin et al., 1998).

Gambler's Fallacy

The term gambler’s fallacy refers to the mistaken belief held by some people that independent events are interrelated. For example, a roulette or lottery player may not choose to bet on a number that came up in the previous round. Even though people are usually aware that successive draws of numbers are unrelated, their gut feeling may tell them otherwise (Rogers, 1998).

Game Theory

Study of strategy, tactics (decisions), risks, rewards and the effect of learning in the playing a game.

Game theory is a mathematical approach to modeling behavior by analyzing the strategic decisions made by interacting players. Game theory in standard experimental economics operates under the assumption of homo economicus – a self-interested, rational maximizer. Behavioral game theory extends standard (analytical) game theory by taking into account how players feel about the payoffs other players receive, limits in strategic thinking, the influence of context, as well as the effects of learning (Camerer, 2003). Games are usually about cooperation or fairness. Well-known examples include the Prisoner’s Dilemma, Ultimatum Game and Dictator Game (Thaler, 2015).
The Ultimatum Game is an early example of research that uncovered violations of standard assumptions of rationality. In the experiment, one player (the proposer/allocator) is endowed with a sum of money and asked to split it between him/herself and an anonymous player (the responder/recipient). The recipient may either accept the allocator’s proposal or reject it, in which case neither of the players will receive anything. From a traditional game-theoretic perspective, the allocator should only offer a token amount and the recipient should accept it. However, results showed that most allocators offered more than just a token payment, and many went as far as offering an equal split. Some offers were declined by recipients, suggesting that they were willing to make a sacrifice when they felt that the offer was unfair (see also inequity aversion and fairness) (Guth et al., 1982).

Habit/Habit Bias

Heuristic characterized by apparent “automatic” decision making and rigid conformity to the respondent’s Utility Expectation Model.

Habit is an automatic and rigid pattern of behavior in specific situations, which is usually acquired through repetition and develops through associative learning (see also System 1 in dual-system theory), when actions become paired repeatedly with a context or an event (Dolan et al., 2010). ‘Habit loops’ involve a cue that triggers an action, the actual behavior, and a reward. For example, habitual drinkers may come home after work (the cue), drink a beer (the behavior), and feel relaxed (the reward) (Duhigg, 2012). Behaviors may initially serve to attain a particular goal, but once the action is automatic and habitual, the goal loses its importance. For example, popcorn may habitually be eaten in the cinema despite the fact that it is stale (Wood & Neal, 2009). Habits can also be associated with status quo bias.

Halo Effect

Diffusion of the perception of one characteristic of a person or thing to other characteristics of the same person or thing. For example, an attractive political candidate may also be considered warm and friendly.

This concept has been developed in social psychology and refers to the finding that a global evaluation of a person sometimes influences people’s perception of that person’s other unrelated attributes. Halo effects have also been applied in other domains of psychology. For example, a study on the ‘health halo’ found that consumers tend to choose drinks, side dishes and desserts with higher calorific content at fast‐food restaurants that claim to be healthy (e.g. Subway) compared to others (e.g. McDonald’s) (Chandon & Wansink, 2007).

Hedonic Adaptation/Treadmill

Belief that happiness/contentment reaches a stable and entropic level over time in spite of positive or negative emotional “ups” and “downs.” This steady-state level of happiness forms the basis by which the impact of upward or downward shifts are perceived.

People get used to changes in life experiences, a process which is referred to as ‘hedonic adaptation’ or the ‘hedonic treadmill’. Just as the happiness that comes with the ownership of a new gadget or salary raise will wane over time, even the negative effect of life events such as bereavement or disability on subjective well-being tends to level off, to some extent (Frederick & Loewenstein, 1999). When this happens, people return to a relatively stable baseline of happiness. It has been suggested that the repetition of smaller positive experiences (‘hedonic boosts’), such as exercise or religious practices, has a more lasting effect on our well-being than major life events (Mochon et al., 2008).

Herd Behavior/Effect

Impact on decisions caused by participating in behavior and/or beliefs shared by a large number of others.

This effect is evident when people do what others are doing instead of using their own information or making independent decisions. The idea of herding has a long history in philosophy and crowd psychology. It is particularly relevant in the domain of finance, where it has been discussed in relation to the collective irrationality of investors, including stock market bubbles (Banerjee, 1992). In other areas of decision making, such as politics, science, and popular culture, herd behavior is sometimes referred to as ‘information cascades’ (Bikhchandi et al., 1992). Herding behavior can be increased by various factors, such as fear (e.g. Economou et al., 2018), uncertainty (e.g. Lin, 2018), or a shared identity of decision makers (e.g. Berger et al., 2018).

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