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Panic buying is a common response during crises; however, to date it has been a significantly under-researched area. Recent evidence suggests that an environmental stimulus, such as the COVID-19 pandemic, war, earthquakes, flooding, public health emergencies (SARS, MARS) can trigger this phenomenon. As an environmental crisis takes its toll, the understanding of panic buying becomes overlooked. Nevertheless, panic buying causes series of events separate from these primary events. Understanding the management of emergencies and disasters should be an integral part of dealing with panic buying since every major environmental crisis has the potential to initiate panic buying behaviour in the general public. This book will analyse episodes of panic buying and major environmental crisis focusing on specific prevention strategies. This book is the first of its kind of approach to join up the management of panic buying during a public health emergency.
This volume examines the undesirable or harmful cognitive, emotional and behavioural side-effects of COVID-19 and of the behavioural restrictions imposed by governments on their populations during the pandemic. Societal "lockdowns" and other intervening behavioural restrictions, built significantly around social isolation, used by governments to control the spread of COVID-19 disrupted the lives of most people. There were economic costs for many as workplaces closed down, as well as severe stresses on friendships and romantic relationships, an increase in instances of abuse and domestic violence, and concerns about people drinking too much alcohol or gambling too much as compensatory behaviours. Understanding which people were at risk, and in what ways, could teach important lessons for the future. Presenting a timely review of the most recent international research and evidence, author Barrie Gunter assesses the major collateral, psychological side-effects of the pandemic. Looking forward, Gunter also considers how new models might be developed that take into account not just the need to halt the spread of a new virus, but also minimise collateral damage which could be every bit as severe in both the short term and long term. Identifying and analysing the nature and severity of collateral side-effects of pandemic-related behaviour restrictions, this is essential reading for students and researchers in psychology, public health and medical sciences and policymakers assessing government strategies, responses and performance.
This brief provides a thorough overview of the history and underlying motivations for consumer panic buying, evaluating psychological perspectives on this behavior on both an individual and societal level. The first volume of its kind to focus specifically on the topic of panic buying, the book situates its analysis within the context of the modern COVID-19 pandemic as well as in a broader psychology context. Chapters encompass a variety of interdisciplinary perspectives, incorporating insights from consumer psychology, marketing, sociology, and public health. Finally, contributors discuss the long-term implications of panic buying and potential prevention strategies. Panic Buying: Perspectives and Prevention will be a useful reference for researchers and students in consumer psychology, as well as those interested emergency preparedness, and supply chain management. First volume of its kind to focus specifically on the consumer behavior of panic buying Analyzes panic buying behavior in the context of the modern COVID-19 pandemic as well as within a broader psychology context Provides a multidisciplinary analysis of panic buying, including perspectives from consumer psychology, social psychology, marketing, emergency preparedness, and public health.
Pandemics are large-scale epidemics that spread throughout the world. Virologists predict that the next pandemic could occur in the coming years, probably from some form of influenza, with potentially devastating consequences. Vaccinations, if available, and behavioral methods are vital for stemming the spread of infection. However, remarkably little attention has been devoted to the psychological factors that influence the spread of pandemic infection and the associated emotional distress and social disruption. Psychological factors are important for many reasons. They play a role in nonadherence to vaccination and hygiene programs, and play an important role in how people cope with the threat of infection and associated losses. Psychological factors are important for understanding and managing societal problems associated with pandemics, such as the spreading of excessive fear, stigmatization, and xenophobia that occur when people are threatened with infection. This book offers the first comprehensive analysis of the psychology of pandemics. It describes the psychological reactions to pandemics, including maladaptive behaviors, emotions, and defensive reactions, and reviews the psychological vulnerability factors that contribute to the spreading of disease and distress. It also considers empirically supported methods for addressing these problems, and outlines the implications for public health planning.
What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.