Mission | To develop simple interventions based on insights from behavioral science to promote healthy aging.
- Conduct behavioral intervention development and implementation to encourage appropriate medical treatment decisions through the use of behavioral insights from psychology and economics.
- Leverage simulation modeling to select interventions with the greatest potential to impact population health.
- Translate these findings for policymakers who influence aging policy.
Co-Investigators for the Roybal Center
Fellow, USC Schaeffer Center
Associate Professor, Department of Preventive Medicine, Pediatrics, Keck School of Medicine of USC
Project Core Director, USC Roybal Center for Behavioral Interventions in Aging
Senior Fellow, USC Schaeffer Center
Clinical Professor, Medicine, USC Gehr Family Center for Health Systems Science and Innovation, Keck School of Medicine of USC
Clinical Advisor, USC Roybal Center for Behavioral Interventions in Aging
Opioid-related deaths among Blacks, Asians and Latinos dropped during the same period.
Jehan Sparks helped design the top-performing “nudge” which resulted in an 11% increase in the rate of flu shot vaccinations.
Current Roybal Center Training
The Roybal Center funds one post-doctoral fellow to work on research that advances the behavioral sciences. The selected post-doc has access to mentorship and a broad array of resources and data available through the Schaeffer Center.
Chasing Fictitious Variation: Random Outcomes are Misattributed to Skill in Competitive Environments
Craig Brimhall, PhD
Craig Brimhall is a fourth-year doctoral candidate in the Department of Management where he studies how people learn from their experiences and make decisions in the workplace. Specifically, he is interested in how the organizational context interacts with cognitive biases to increase the probability that people inaccurately learn from their experiences. Current learning projects include how people misinterpret randomness for skill, how perceptions of failure impact people’s ability to learn, and the relationship between specious individual learning from experience and organizational learning.
Current Roybal Center Pilot Awardees
More information about current and past pilot awardees can be found here. Applications for the June 1, 2022-May 31, 2023 period closed on January 3, 2022. Information about the application process can be found here.
A Clinician-Focused Nudging Intervention to Optimize Post-Surgical Prescribing
PI: Daniel B. Larach, MD, MTR, MA
There are considerable data that postoperative opioids are commonly prescribed in excessive amounts but few evidence-based techniques to optimize such prescribing. The specific objectives of this study are to (1) evaluate the hypothesis that a novel nudge intervention will reduce excess postoperative opioid prescribing; and (2) determine whether this technique affects opioid consumption, refill requests, medical visits for pain, analgesia satisfaction, and opioid misuse.
Helping Hypertension Patients to Interpret Blood Pressure Readings
PI: Wandi Bruine de Bruin, PhD
We will evaluate different ways for helping hypertension patients to interpret their blood pressure readings and motivate blood pressure control, in hypertension patients varying in health literacy, age, and socio-economic status. Our strategy is based on insights from behavioral science studies, which suggest that people find it easier to interpret numbers when they can see the range of possible numbers.
Gamification to Improve Physical Activity in Seniors at Risk for Alzheimer’s
PI: Ryan Greysen, MD, MHS
Increased physical activity by walking further or more vigorously may prevent or delay the development of Alzheimer’s Disease and Related Dementias (ADRD) but reaching higher levels of activity and maintaining it as a long-term habit is difficult to do. This project will use concepts from behavioral science to create a mobility game that people at risk for developing ADRD can play in order to increase their levels of activity while having fun doing it. Gamification will be used to motivate, reinforce, and sustain higher physical activity levels compared to a control group which receives only devices but no gamification.
This project is supported by the National Institute on Aging under the National Institutes of Health, award number 2P30AG024968-17. The content is solely the responsibility of the authors and does not necessarily represent the official views of the National Institutes of Health.