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41-50 of 268 results

  • Academic publication
  • 31st Jul 2023

The effectiveness of alcohol label information for increasing knowledge and awareness: a rapid evidence review

Effective alcohol labelling is an intervention that can be added to the broader suite of policy options

  • Report
  • 22nd Jun 2023

Les sciences comportementales appliquées pour promouvoir le civisme dans les jeux vidéo : un manifeste pour le respect

D’après une étude américaine datant de 2019, 74 % des adultes qui jouent à des jeux multijoueurs en ligne aux États-Unis auraient été victimes d'une forme de harcèlement, allant d’insultes sur la base de leur identité, de leur origine ethnique, de leur sexe et de leur orientation sexuelle, au harcèlement…

Also available in: English

  • Report
  • 22nd Jun 2023

Applying behavioural science to promote civil behaviour in video games: a manifesto for respect

According to a 2019 US study, 74% of adults who play online multiplayer games in the US have experienced some form of harassment, ranging from insults based on their identity, ethnicity, gender and sexual orientation, to stalking, sexual harassment and physical threats.  In a study commissioned by the DILCRAH (Délégation…

Also available in: Français

  • Report
  • 15th Jun 2023

Réduire les fraudes à l’achat en ligne

Chaque année, 780 000 personnes âgées de 14 ans ou plus résidant en France métropolitaine - soit 1,6% de la population adulte - achètent un produit ou un service qui n’est pas ensuite livré, ne correspond pas aux qualités ou quantités attendues, ou déclenche un coût supplémentaire imprévu pour le…

Also available in: English

  • Report
  • 15th Jun 2023

Fighting online scams in France

Every year, 780 000 people in France buy a product or service that is not delivered, does not meet expected quality standards, or leads to hidden costs. Most of these scams occur in online retail environments, where fraudsters use malicious ‘dark patterns’ to encourage impulsive purchases. BIT partnered with the…

Also available in: Français

  • Report
  • 30th May 2023

What can gambling support providers do to increase service uptake?

Roughly 4 in 10 people who have the greatest need for gambling treatment and support do not seek any form of treatment, advice or support. The Behavioural Insights Team’s (BIT) Gambling Policy and Research Unit (GPRU) collaborated with the TalkBanStop (TBS) to develop recommendations for how support service providers can…

  • Academic publication
  • 19th May 2023

The impact of altering restaurant and menu option position on food selected from an experimental food delivery platform: a randomised controlled trial

This study tested whether repositioning foods and/or restaurant options in a simulated food delivery platform could help to reduce the energy content of users’ shopping basket.

  • Report
  • 18th May 2023

Features Used in Online Slot Game Adverts

This report from BIT's Gambling Policy & Research Unit involved a study of 100 online slot game adverts from August 2022 to February 2023, looking for features that could mislead people or encourage them to gamble more than they can afford.  The most common features in slot game adverts found…

  • Working paper
  • 4th May 2023

BIT Working Paper No. 002 / Moral appeals reduce simulated panic buying behaviour

We report the results of an online experiment with a representative sample of Australians. After seeing a hypothetical scenario where a new COVID-19 outbreak has been announced and the government has imposed some restrictions, participants received one of three intervention messages (or a no-message control) designed to reduce panic buying.

  • Report
  • 3rd May 2023

Using behavioural insights to increase uptake of remote gambling support and treatment

This report sets out potential barriers and enablers to accessing gambling support and treatment, and has explored ways behavioural insights can be used to improve uptake of gambling support and treatment services.