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[https://www.bi.team/wp-content/uploads/2019/01/Annual-update-report-BIT-2017-2018.pdf] - - public:weinreich
behavior_change, evaluation, policy - 3 | id:245231 -

This report is a summary of the work of the Behavioural Insights Team and its partners from September 2017 to November 2018. It includes highlights from our six offices around the world – in London, Manchester, New York, Singapore, Sydney and Wellington. We also cover our growing portfolio of BI Ventures, products that draw on behavioural insights to make positive social impact.

[https://papers.ssrn.com/sol3/papers.cfm?abstract_id=2033192] - - public:weinreich
evaluation, storytelling, theory - 3 | id:244106 -

tories, and their ability to transport their audience, constitute a central part of human life and consumption experience. Integrating previous literature derived from fields as diverse as anthropology, marketing, psychology, communication, consumer, and literary studies, this article offers a review of two decades’ worth of research on narrative transportation, the phenomenon in which consumers mentally enter a world that a story evokes. Despite the relevance of narrative transportation for storytelling and narrative persuasion, extant contributions seem to lack systematization. The authors conceive the extended transportation-imagery model (ETIM), which provides not only a comprehensive model that includes the antecedents and consequences of narrative transportation but also a multidisciplinary framework in which cognitive psychology and consumer culture theory cross-fertilize this field of inquiry. The authors test the model using a quantitative meta-analysis of 132 effect sizes of narrative transportation from 76 published and unpublished articles and identify fruitful directions for further research.

[https://journals.sagepub.com/doi/abs/10.1177/1359105316656243] - - public:weinreich
behavior_change, entertainment_education, evaluation, storytelling - 4 | id:244103 -

The objective of this review was to summarize the literature supporting narrative interventions that target health-promoting behaviours. Eligible articles were English-language peer-reviewed studies that quantitatively reported the results of a narrative intervention targeting health-promoting behaviours or theoretical determinants of behaviour. Five public health and psychology databases were searched. A total of 52 studies met inclusion criteria. In all, 14 studies found positive changes in health-promoting behaviours after exposure to a narrative intervention. The results for the changes in theoretical determinants were mixed. While narrative appears to be a promising intervention strategy, more research is needed to determine how and when to use these interventions.

[https://www.psychologytoday.com/intl/blog/future-minded/201810/nudge-fudge-leaves-policy-makers-in-the-dark] - - public:weinreich
behavior_change, design, evaluation, government, policy - 5 | id:187321 -

Our work published this week analyses all 111 cases studies of behavioral techniques used by governments compiled by the OECD (Organisation for Economic Co-operation and Development). Our analysis demonstrates that none of the techniques used have scientific proven effectiveness.

[http://journals.sagepub.com/doi/abs/10.1177/0013916511402673] - - public:weinreich
behavior_change, environment, evaluation - 3 | id:186975 -

To provide practitioners with useful information about how to promote proenvironmental behavior (PEB), a meta-analysis was performed on 87 published reports containing 253 experimental treatments that measured an observed, not self-reported, behavioral outcome. Most studies combined multiple treatments, and this confounding precluded definitive conclusions about which individual treatments are most effective. Treatments that included cognitive dissonance, goal setting, social modeling, and prompts provided the overall largest effect sizes (Hedge’s g > 0.60).

[http://yukaichou.com/gamification-examples/gamification-stats-figures/?utm_content=buffera1233&utm_medium=social&utm_source=linkedin.com&utm_campaign=buffer] - - public:weinreich
behavior_change, evaluation, gaming, sample_campaigns - 4 | id:76189 -

Lifestyle Gamification Case Stats and Figures OPower: reduced measurable energy consumption by over $100M Aetna: increased daily healthy activities by 50% with an average engagement of 14 minutes on the site ClinicalAdvisor.com: embedded a social platform that improved user submission by 300%, comments by 400%, and Slideshow Visualizations by 53% Bottle Bank Arcade: gamified bottle bank was used 50 times more than conventional bottle bank. The World’s Deepest Bin: 132% more trash collected compared to conventional bin Piano Stairs: 66% more of people use the stairs, if they can produce music with it Speed Camera Lottery: a lottery system that causes a 22% reduction of driving speed Toilette Seat: 44% of increase in lifting the toilet seat when urinating Nike: used gamified feedback to drive over 5,000,000 users to beat their personal fitness goals every day of the year Recycle Bank grew a community of 4 million members by providing a gamified recycling platform. Chevrolet Volt: uses a green/amber indicator to give drivers visual feedback of their driving style and reduced the number of people exceeding the speed limit by 53%

[http://journals.lww.com/jaids/Fulltext/2014/08151/Effectiveness_of_Mass_Media_Interventions_for_HIV.13.aspx] - - public:weinreich
evaluation, health_communication, HIV_AIDS, social_marketing - 4 | id:76478 -

Increases in condom use were larger for longer campaigns and in nations that scored lower on the human development index. Increases in transmission knowledge were larger to the extent that respondents reported greater campaign exposure, for more recent campaigns, and for nations that scored lower on the human development index.

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