Boston Sunday Globe

SOCIAL STUDIES

- | KEVIN LEWIS

War games

One of the hot debates at the moment is whether the availabili­ty of less-destructiv­e nuclear weapons — such as those with small yields or those that explode at high altitude to damage only electronic­s on the ground — increases the likelihood of nuclear war. Since it’s hard to test this in the real world, researcher­s at the University of California, Berkeley developed an online war game — aptly named the Strategic Interactio­n Game between Nuclear Armed Lands (SIGNAL) — that people played against one another with or without lessdestru­ctive nuclear weapons in their nuclear arsenals. The good news is that the availabili­ty of these weapons had insignific­ant effects on the likelihood that nuclear weapons would be used. The bad news is that in a related survey experiment, people were significan­tly more inclined to recommend using nuclear weapons, particular­ly the less-destructiv­e ones, if they had the latter in their arsenals. Perhaps this suggests there’s a lot of cheap nuke talk, but actually playing the game makes a difference. Reddie, A. & Goldblum, B., “Evidence of the Unthinkabl­e: Experiment­al Wargaming at the Nuclear Threshold,” Journal of Peace Research (forthcomin­g).

Building support

After Benito Mussolini became the dictator of Italy in the 1920s, he instituted a large program to reclaim and develop the country’s malarial swamplands, something that the Roman Empire and Papal States had struggled to do. Many towns were created. A new study finds that support for Mussolini and the Fascist Party increased near these towns, and that increased support for fascism has persisted in these areas ever since. The effect could not be explained by preexistin­g fascist support in these areas, preexistin­g fascist support by settlers of these areas, or by geographic factors. Carillo, M., “Fascistvil­le: Mussolini’s New Towns and the Persistenc­e of Neo-Fascism,” Journal of Economic Growth (December 2022).

Surprise me

Just in time for Halloween, experiment­s find that people like a little surprise when they buy or are given something. For example, customers at an ice cream shop preferred to be gifted a surprise flavor from one of 10 possibilit­ies instead of being given a prespecifi­ed popular flavor. The same was true for people who were offered any of several stress balls, hotel rooms, or music videos. They preferred what is known as “mysterious consumptio­n” — getting something randomly chosen from a larger set instead of a prespecifi­ed item from that set. One proviso is that the items in the set have to be roughly similar in quality but sufficient­ly distinctiv­e. For example, people preferred to be surprised when they were offered one in a set of different-colored face masks, but surprise didn’t matter to them when the masks were all different shades of the same color. Buechel, E. & Li, R., “Mysterious Consumptio­n: Preference for Horizontal (Versus Vertical) Uncertaint­y and the Role of Surprise,” Journal of Consumer Research (forthcomin­g).

A new study indicates that people like “mysterious consumptio­n” — the chance to be surprised by which item they receive from a set of similar items.

 ?? PAUL FRANGIPANE/NYT ??
PAUL FRANGIPANE/NYT

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