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Digital Nudge Effects in Optimal Stopping Games: Antagonistic Interactions in Layered Choice Architectures

Batisse Manhardt, Ja-Nae Duane · 2026 · arXiv (Cornell University)

DOI: 10.48550/arxiv.2610.28154 · cited by 0 works (OpenAlex) · open-access PDF

Spanish

Los nudges digitales se han convertido en un área prominente de investigación en la interacción centrada en el hombre, pero poco se sabe sobre cómo interactúan cuando se desplegan juntos. Este estudio examina los efectos individuales y combinados de los nudges digitales de anclaje, saliencia y prueba social en el comportamiento de parada y la calidad del resultado en una tarea de decisión secuencial. Usando un diseño factorial de 2^3 entre sujetos basado en el problema secretario (N = 181), encontramos que (1) un nudge de anclaje aumentó significativamente la exploración en lugar de restringirlo (b = 1.207, p = .017); (2) el nudge de saliencia produjo el menor efecto de cualquier condición; y (3) combinando el nudge de anclaje y la prueba social produjo la peor calidad de resultado de cualquier condición ($

Machine translation (Meta M2M100); the English original follows.

Abstract

Digital nudges have become a prominent area of research in human-centered interaction, yet little is known about how they interact when deployed together. This study examines the individual and combined effects of anchoring, salience, and social proof digital nudges on stopping behavior and outcome quality in a sequential decision task. Using a 2^3 between-subjects factorial design grounded in the secretary problem (N = 181), we find that (1) an anchor nudge significantly increased exploration rather than constraining it (b = 1.207, p = .017); (2) the salience nudge produced the smallest effect of any condition; and (3) combining the anchor and social proof nudges produced the worst outcome quality of any condition ($181.83 vs. $192.21 for anchor-only), with outcome quality declining monotonically as nudge count increased. These findings provide the first controlled evidence for a digital nudge crowding-out effect with direct implications for the ethical design of digital interfaces.

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Topics: Nudge theory, Outcome (game theory), Salience (neuroscience), Quality (philosophy), Computer science, Behavioral economics

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