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1.
Nature ; 584(7821): 484, 2020 08.
Artículo en Inglés | MEDLINE | ID: mdl-32699408

RESUMEN

An amendment to this paper has been published and can be accessed via a link at the top of the paper.

2.
Nature ; 532(7598): 210-3, 2016 Apr 14.
Artículo en Inglés | MEDLINE | ID: mdl-27075097

RESUMEN

Humans routinely solve problems of immense computational complexity by intuitively forming simple, low-dimensional heuristic strategies. Citizen science (or crowd sourcing) is a way of exploiting this ability by presenting scientific research problems to non-experts. 'Gamification'--the application of game elements in a non-game context--is an effective tool with which to enable citizen scientists to provide solutions to research problems. The citizen science games Foldit, EteRNA and EyeWire have been used successfully to study protein and RNA folding and neuron mapping, but so far gamification has not been applied to problems in quantum physics. Here we report on Quantum Moves, an online platform gamifying optimization problems in quantum physics. We show that human players are able to find solutions to difficult problems associated with the task of quantum computing. Players succeed where purely numerical optimization fails, and analyses of their solutions provide insights into the problem of optimization of a more profound and general nature. Using player strategies, we have thus developed a few-parameter heuristic optimization method that efficiently outperforms the most prominent established numerical methods. The numerical complexity associated with time-optimal solutions increases for shorter process durations. To understand this better, we produced a low-dimensional rendering of the optimization landscape. This rendering reveals why traditional optimization methods fail near the quantum speed limit (that is, the shortest process duration with perfect fidelity). Combined analyses of optimization landscapes and heuristic solution strategies may benefit wider classes of optimization problems in quantum physics and beyond.


Asunto(s)
Colaboración de las Masas , Juegos Experimentales , Intuición , Solución de Problemas , Teoría Cuántica , Juegos de Video/psicología , Algoritmos , Humanos , Pinzas Ópticas
4.
PLoS One ; 16(9): e0257151, 2021.
Artículo en Inglés | MEDLINE | ID: mdl-34506543

RESUMEN

In the risky-choice framing effect, different wording of the same options leads to predictably different choices. In a large-scale survey conducted from March to May 2020 and including 88,181 participants from 47 countries, we investigated how stress, concerns, and trust moderated the effect in the Disease problem, a prominent framing problem highly evocative of the COVID-19 pandemic. As predicted by the appraisal-tendency framework, risk aversion and the framing effect in our study were larger than under typical circumstances. Furthermore, perceived stress and concerns over coronavirus were positively associated with the framing effect. Contrary to predictions, however, they were not related to risk aversion. Trust in the government's efforts to handle the coronavirus was associated with neither risk aversion nor the framing effect. The proportion of risky choices and the framing effect varied substantially across nations. Additional exploratory analyses showed that the framing effect was unrelated to reported compliance with safety measures, suggesting, along with similar findings during the pandemic and beyond, that the effectiveness of framing manipulations in public messages might be limited. Theoretical and practical implications of these findings are discussed, along with directions for further investigations.


Asunto(s)
Ansiedad , COVID-19 , Conducta de Elección , Pandemias , Asunción de Riesgos , COVID-19/epidemiología , COVID-19/psicología , Humanos , Encuestas y Cuestionarios
5.
Sci Data ; 8(1): 3, 2021 01 04.
Artículo en Inglés | MEDLINE | ID: mdl-33398078

RESUMEN

This N = 173,426 social science dataset was collected through the collaborative COVIDiSTRESS Global Survey - an open science effort to improve understanding of the human experiences of the 2020 COVID-19 pandemic between 30th March and 30th May, 2020. The dataset allows a cross-cultural study of psychological and behavioural responses to the Coronavirus pandemic and associated government measures like cancellation of public functions and stay at home orders implemented in many countries. The dataset contains demographic background variables as well as measures of Asian Disease Problem, perceived stress (PSS-10), availability of social provisions (SPS-10), trust in various authorities, trust in governmental measures to contain the virus (OECD trust), personality traits (BFF-15), information behaviours, agreement with the level of government intervention, and compliance with preventive measures, along with a rich pool of exploratory variables and written experiences. A global consortium from 39 countries and regions worked together to build and translate a survey with variables of shared interests, and recruited participants in 47 languages and dialects. Raw plus cleaned data and dynamic visualizations are available.


Asunto(s)
COVID-19/psicología , Comparación Transcultural , Conductas Relacionadas con la Salud , Pandemias , Control de Enfermedades Transmisibles , Gobierno , Humanos , Personalidad , Estrés Psicológico/epidemiología , Confianza
6.
R Soc Open Sci ; 8(2): 200589, 2021 Feb 10.
Artículo en Inglés | MEDLINE | ID: mdl-33972837

RESUMEN

The COVIDiSTRESS global survey collects data on early human responses to the 2020 COVID-19 pandemic from 173 429 respondents in 48 countries. The open science study was co-designed by an international consortium of researchers to investigate how psychological responses differ across countries and cultures, and how this has impacted behaviour, coping and trust in government efforts to slow the spread of the virus. Starting in March 2020, COVIDiSTRESS leveraged the convenience of unpaid online recruitment to generate public data. The objective of the present analysis is to understand relationships between psychological responses in the early months of global coronavirus restrictions and help understand how different government measures succeed or fail in changing public behaviour. There were variations between and within countries. Although Western Europeans registered as more concerned over COVID-19, more stressed, and having slightly more trust in the governments' efforts, there was no clear geographical pattern in compliance with behavioural measures. Detailed plots illustrating between-countries differences are provided. Using both traditional and Bayesian analyses, we found that individuals who worried about getting sick worked harder to protect themselves and others. However, concern about the coronavirus itself did not account for all of the variances in experienced stress during the early months of COVID-19 restrictions. More alarmingly, such stress was associated with less compliance. Further, those most concerned over the coronavirus trusted in government measures primarily where policies were strict. While concern over a disease is a source of mental distress, other factors including strictness of protective measures, social support and personal lockdown conditions must also be taken into consideration to fully appreciate the psychological impact of COVID-19 and to understand why some people fail to follow behavioural guidelines intended to protect themselves and others from infection. The Stage 1 manuscript associated with this submission received in-principle acceptance (IPA) on 18 May 2020. Following IPA, the accepted Stage 1 version of the manuscript was preregistered on the Open Science Framework at https://osf.io/g2t3b. This preregistration was performed prior to data analysis.

7.
Front Psychol ; 11: 586699, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-33536966

RESUMEN

Many parents worry over their children's gaming habits, but to what extent do such worries match any detrimental effects of excessive gaming? We attempted to answer this question by comparing children of highly concerned parents with other adolescents of the same age. A cohort of parents who identified as highly concerned over their children's video game habits were recruited for a public study in collaboration with a national television network. Using an online experimental platform in conjunction with surveys of parents' beliefs and attitudes, we compared their children to age-matched peers in an exploratory case-control study. The scores of children with highly concerned parents on tests of cognitive control (cued task-switching and Iowa Gambling Task) and psychological wellbeing (WHO-5) were statistically similar to controls, suggesting no selective cognitive or psychological detriments from gaming or otherwise in the cases with concerned parents. The case group, however, did spend more time gaming, and scored higher than controls on problem gaming indicators (Gaming Addiction Scale), which also correlated negatively with wellbeing. Within the case group, wellbeing effects seemed mainly to consist in issues of relaxation and sleep, and related to gaming addiction indicators of playing to forget real-world problems, and the feeling of neglecting non-gaming activities. Where most results of research staged for TV never get published, making it difficult to interpret both methods and results, this paper describes findings and participant recruitment in detail. The relationship between parental concern and children's gaming is discussed, as is the merits and challenges of research conducted with media, such as TV programs and their recruited on-screen participants.

8.
Appl Psychol Health Well Being ; 12(4): 946-966, 2020 12.
Artículo en Inglés | MEDLINE | ID: mdl-32996217

RESUMEN

BACKGROUND: To limit the rapid spread of COVID-19, countries have asked their citizens to stay at home. As a result, demographic and cultural factors related to home life have become especially relevant to predict population well-being during isolation. This pre-registered worldwide study analyses the relationship between the number of adults and children in a household, marital status, age, gender, education level, COVID-19 severity, individualism-collectivism, and perceived stress. METHODS: We used the COVIDiSTRESS Global Survey data of 53,524 online participants from 26 countries and areas. The data were collected between 30 March and 6 April 2020. RESULTS: Higher levels of stress were associated with younger age, being a woman, lower level of education, being single, staying with more children, and living in a country or area with a more severe COVID-19 situation. CONCLUSIONS: The COVID-19 pandemic revealed that certain people may be more susceptible to experience elevated levels of stress. Our findings highlight the need for public health to be attentive to both the physical and the psychological well-being of these groups.


Asunto(s)
COVID-19/psicología , Composición Familiar , Distanciamiento Físico , Estrés Psicológico/epidemiología , Adolescente , Adulto , Factores de Edad , Anciano , Anciano de 80 o más Años , COVID-19/epidemiología , COVID-19/prevención & control , Comparación Transcultural , Femenino , Encuestas Epidemiológicas , Humanos , Internet , Masculino , Persona de Mediana Edad , Cuarentena , Factores Sexuales , Estrés Psicológico/etiología , Adulto Joven
9.
Nat Hum Behav ; 4(7): 677-687, 2020 07.
Artículo en Inglés | MEDLINE | ID: mdl-32581299

RESUMEN

Governments around the world have implemented measures to manage the transmission of coronavirus disease 2019 (COVID-19). While the majority of these measures are proving effective, they have a high social and economic cost, and response strategies are being adjusted. The World Health Organization (WHO) recommends that communities should have a voice, be informed and engaged, and participate in this transition phase. We propose ten considerations to support this principle: (1) implement a phased approach to a 'new normal'; (2) balance individual rights with the social good; (3) prioritise people at highest risk of negative consequences; (4) provide special support for healthcare workers and care staff; (5) build, strengthen and maintain trust; (6) enlist existing social norms and foster healthy new norms; (7) increase resilience and self-efficacy; (8) use clear and positive language; (9) anticipate and manage misinformation; and (10) engage with media outlets. The transition phase should also be informed by real-time data according to which governmental responses should be updated.


Asunto(s)
Control de Enfermedades Transmisibles/métodos , Participación de la Comunidad , Infecciones por Coronavirus/prevención & control , Gobierno , Pandemias/prevención & control , Neumonía Viral/prevención & control , Política Pública , Betacoronavirus , COVID-19 , Comunicación , Personal de Salud , Humanos , SARS-CoV-2 , Autoeficacia , Normas Sociales , Estigma Social , Confianza
10.
J Behav Addict ; 7(1): 1-9, 2018 03 01.
Artículo en Inglés | MEDLINE | ID: mdl-29529886

RESUMEN

We greatly appreciate the care and thought that is evident in the 10 commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games is related to life problems. We believe that understanding this population and the nature and severity of the problems they experience should be a focus area for future research. However, moving from research construct to formal disorder requires a much stronger evidence base than we currently have. The burden of evidence and the clinical utility should be extremely high, because there is a genuine risk of abuse of diagnoses. We provide suggestions about the level of evidence that might be required: transparent and preregistered studies, a better demarcation of the subject area that includes a rationale for focusing on gaming particularly versus a more general behavioral addictions concept, the exploration of non-addiction approaches, and the unbiased exploration of clinical approaches that treat potentially underlying issues, such as depressive mood or social anxiety first. We acknowledge there could be benefits to formalizing gaming disorder, many of which were highlighted by colleagues in their commentaries, but we think they do not yet outweigh the wider societal and public health risks involved. Given the gravity of diagnostic classification and its wider societal impact, we urge our colleagues at the WHO to err on the side of caution for now and postpone the formalization.


Asunto(s)
Conducta Adictiva , Juegos de Video , Manual Diagnóstico y Estadístico de los Trastornos Mentales , Humanos , Clasificación Internacional de Enfermedades , Organización Mundial de la Salud
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