
How companies can increase personal data consent? Consumers’ reluctance to reveal their personal information is primarily triggered by the lack of adequate info, so companies can address that by providing clear and direct information of destination and purpose of data collected.
How companies can increase personal data consent? Consumers’ reluctance to reveal their personal information is primarily triggered by the lack of adequate info, so companies can address that by providing clear and direct information of destination and purpose of data collected.
Movers& Shakers interview with Dr. Heather Kappes (LSE) about how people spend, what economic research and economic experiments have taught us, and which research findings might be relevant for post COVID19 life.
La epidemia de coronavirus (Covid-19) ha generado una alarma mundial que provocó que los gobiernos recurrieran al uso de medidas restrictivas. Sin embargo, el aislamiento está trayendo efectos negativos para la salud mental que también son necesarios de atender.
Opinion Piece: The Coronavirus epidemic (Covid-19) has generated a worldwide alarm that resulted in governments resorting to use of restrictive measures. However, isolation is bringing negative effects to mental health that are also necessary to attend.
Barari S., Caria S., Davola A., Falco P., Fiorin S., Hensel L., Ivchenko A., Jachimowicz J., King G., Kraft-Todd G., Ledda A., MacLennan M., Mutoi L., Pagani C., Reutskaja E., Roth C., & Raimondi Slepoi F. (2020) Working Paper. "Evaluating COVID-19 Public Health Messaging in Italy: Self-Reported Compliance and Growing Mental Health Concerns".
How companies can increase personal data consent? Consumers’ reluctance to reveal their personal information is primarily triggered by the lack of adequate info, so companies can address that by providing clear and direct information of destination and purpose of data collected.
“Game of Life”, an online interactive economic game played by the visitors of Science Museum in London, aims to understand how and why we spend money. Designed by Dr. Heather Kappes (LSE) and developed by Expilab, the game extends functionality of spending games typically played in laboratory settings, uses engaging visual design while maintaining tight control over experimental conditions and data collected.
Generosity in a small neighborhoods generates virtuous cycles that promote mutation of egoistic behaviors into reciprocity