Vaccination as a Game: Behavioural Dynamics, Network Effects, and Policy Levers—A Comprehensive Review
Abstract
1. Introduction
1.1. Motivation and Context
1.2. The Vaccination Decision as a Game
1.3. Objectives and Structure of the Review
- (i)
- Systematise the rapidly expanding literature on vaccination games, spanning mean-field, network, and multilayer models, and covering both pharmaceutical and non-pharmaceutical interventions.
- (ii)
- Compare methodological axes: population structure, decision heuristics, psychological realism, pathogen complexity, and mixed policy levers, highlighting how each axis alters the social dilemma.
- (iii)
- Identify analytical, computational, and empirical challenges and outline future research agendas for data-driven and policy-oriented modelling.
2. Short Introduction for Vaccination Games
2.1. Game Theory and Population Dynamics
- is the perceived cost of vaccination;
- is the perceived cost of infection;
- is the probability that an unvaccinated individual becomes infected when coverage is p. Here, is strictly decreasing in the vaccination coverage p; that is, .
- is the learning or timitation rate, scaling how quickly individuals adjust their strategy.
- The term equals the probability that a randomly selected pair consists of one vaccinator and one non-vaccinator in a well-mixed population; imitation can occur only in such mixed encounters, so the term naturally vanishes when either strategy goes extinct ( or ).
2.2. Vaccination Game on the SIR Model
- If the perceived relative risk exceeds the threshold , then (pure free-rider equilibrium) and disease persists.
- If , the equilibrium is mixed: only a fraction vaccinate, which is strictly lower than the eradication threshold obtained by setting .
2.3. Voluntary Vaccination and Herd Immunity
- (a)
- Heterogeneous perception and social structure.Stratifying agents by beliefs widens the gap between Nash and social optima: the fraction of vaccine sceptics drives prevalence non-linearly [38], and age-dependent severity can even invert the usual ordering of and [39]. On cellular automata, clustered imitation produces quasi-periodic vaccination drives [13], while comparing payoffs to average strategy performance can temper free-riding on heterogeneous networks [40].
- (b)
- Imperfect or multi-option protection.Adding low-cost intermediate defences (mask-wearing, hand-washing) creates new equilibria. A continuous “sense-of-crisis” option—modelled as a real-valued level of inexpensive self-protection (e.g., increased hand-washing or reduced contacts) that individuals can tune between 0 and 1—on lattices can displace full vaccinators and raise epidemic size [41]. In a four-strategy mean-field model—where individuals may choose (i) no protection, (ii) vaccination only, (iii) an intermediate defence measure (IDM) such as hand-washing or masking, or (iv) both vaccination and IDM—combining vaccination with an intermediate measure may paradoxically worsen outcomes [19]. Social-learning frequency also matters: high update rates lower prevalence, whereas very slow learning reproduces a purely epidemiological baseline in which vaccination decisions remain fixed and only disease dynamics evolve [42].
- (c)
- Pathogen complexity.With two circulating strains, an imperfect, strain-biased vaccine can facilitate invasion of the mutant strain even while raising overall coverage [25]. When zoonotic reservoirs (i.e., non-human animal hosts that can sustain the pathogen) are present, voluntary human vaccination can eradicate infection only in a semi-endemic regime (infection persists in humans but not in the animal hosts); otherwise, reservoir control (targeted vaccination or culling of the reservoir population) is required [26]. Owner–pet games (evolutionary-game models in which cat owners weigh the costs and benefits of vaccinating their animals) for toxoplasmosis (the protozoan disease caused by Toxoplasma gondii) reveal sharp vaccination-cost thresholds owing to the long-lived environmental oocyst reservoir [43].
- (d)
- Empirical and experimental evidence.Laboratory games confirm strategic motives: in Chapman et al. [44], each participant is assigned a “young” or “elderly” role that mirrors influenza epidemiology (the young drive transmission, and the elderly bear the highest mortality risk). Two payout schemes are compared. Under an individual-payoff scheme, players keep the points they personally save by not vaccinating, so vaccination choices follow the self-interested Nash prediction (more elderly than young vaccinate). Under a group-payoff scheme, every player is paid according to the group total of points, which depends on how many elderly avoid infection; this utilitarian incentive induces more young than elderly to vaccinate, producing higher collective welfare. Real-time interaction experiments further show omission bias and selfish non-vaccination [45,46]. Lim and Zhang [47] demonstrate that if the individual infection risk is a concave function of local coverage—as for highly transmissible childhood diseases where risk falls steeply once moderate coverage is reached—voluntary play can surpass the herd-immunity threshold; with a linear risk curve (appropriate to low- pathogens), this tipping effect disappears.
2.4. Free-Riding and Social Dilemmas
- (a)
- Network amplification and imitation.Heterogeneous contact graphs create clusters of non-vaccinators that elevate outbreak risk; imitation dynamics generate boom–bust coverage cycles [13]. Aggregating neighbourhood information can damp free-riding when vaccination costs are low, but fails to do so at higher costs, allowing non-vaccinator clusters to persist [40]. On power-law networks, a degree threshold appears when individuals form their decisions according to prospect theory, that is, they overweight small probabilities and underweight large ones and are loss-averse, so that only nodes with degree exceeding a critical value choose to vaccinate (see Section 3.1 for a primer on Prospect Theory); hubs, therefore, become pivotal for breaking the dilemma [23].
- (b)
- Empirical and experimental evidence.Survey and Discrete Choice Experiment (DCE) data show that altruistic concern moves choices towards the social optimum [51]. Framing herd immunity as a collective benefit limits free-riding, whereas individual framing does the opposite [11]. Interactive games corroborate these findings: differential pay-outs for young and elderly reverse free-riding under group incentives [44]; real-time studies reveal that observing high coverage discourages further vaccination, direct evidence of free-riding [46]; the I–Vax paradigm demonstrates omission bias and prosocial heterogeneity [45]. I–Vax is a real-time laboratory game in which groups make repeated vaccinate vs. not-vaccinate choices while an explicit coverage-dependent infection risk generates the herd-immunity externality. When the individual infection risk is a concave function of local vaccination coverage—so that risk drops sharply once a neighbourhood reaches moderate coverage—voluntary play can push uptake past the herd-immunity threshold. In contrast, a linearised (approximately flat) risk curve lacks this tipping property, and voluntary uptake stalls below herd immunity [47].
- (c)
- Policy levers and incentive design.Partial subsidies may inadvertently encourage some former vaccinators to delay immunisation until aid becomes available, whereas well-targeted full subsidies or node-priority mandates achieve higher final coverage [12,52]. Economic relief that compensates households for lockdown losses can stabilise compliance; it serves as the non-pharmaceutical-intervention (NPI) analogue of subsidising vaccination [31]. Budget-allocation studies show that optimal spending profiles depend on perceived risk and migration (short-range commuting and long-term travel that exchange susceptible and infectious individuals between two metapopulations) [53]. Dual-dilemma models—coupling a proactive vaccination game with a retroactive antiviral-treatment game, each possessing its own free-rider problem—indicate that excessive drug use can offset the benefits of immunisation [54].
2.5. Comparing Nash and Group-Optimal Vaccination Strategies
Key Research Strands
- (a)
- Existence and uniqueness in well-mixed populations.If the attack ratio decreases monotonically with coverage, the vaccination game admits a unique Nash equilibrium [55]. Although convenient analytically, uniqueness leaves , so laissez-faire rarely achieves elimination.
- (b)
- Demographic heterogeneity.Age structure can invert the usual ordering . For varicella, moderate coverage shifts cases into riskier adult cohorts so that the socially optimal coverage actually falls below the Nash level, [39]. For poliomyelitis, by contrast, high transmissibility among infants keeps , prompting many countries to introduce school-entry or infant-schedule mandates that require proof of vaccination for enrolment [56].
- (c)
- Network structure and behavioural feedback.On activity-driven temporal graphs, networks in which, at each timestep, a random subset of nodes becomes active and initiates a handful of short-lived contacts, only the most active individuals choose to vaccinate; in certain cost regimes, this decentralised outcome coincides with the Pareto optimum [57]. Local cost-sharing narrows the gap on heterogeneous networks [58], while node-priority mandates outperform untargeted compulsion (a blanket mandate applied uniformly to every node, regardless of its centrality) [52]. In small networks that are incomplete (missing many potential ties) or asymmetric (nodes have very different numbers of contacts even though the links are undirected), one can observe over-vaccination—the total number of doses exceeds the eradication requirement, but they are concentrated in low-influence nodes—highlighting that who vaccinates can matter as much as how many vaccinate [59].
- (d)
- Quantitative indices of the dilemma.Mapping vaccination games onto the four canonical dilemmas, Kabir uses the dilemma strength (DS) and shows that higher vaccine reliability lowers SED in Prisoner’s Dilemma classes but raises it in Chicken games [49]. Concretely, the expected payoffs to a vaccinator and a non-vaccinator at a given coverage are placed in the two-strategy matrix; this “lifts” the population model into a standard framework, so the resulting game is still analysed as a two-player dilemma while its payoff entries encode the aggregated epidemiological effects of a large population.
- (e)
- Mixed interventions and wider social dilemmas.When other measures interact with vaccination, the Nash-social gap changes again. Voluntary isolation widens as perceived risk wanes [60]; alternating coercion and laissez-faire never reaches elimination in cellular automata [13]. Similar disparities appear in distancing-versus-vaccination choice [61] and in donor budget games [53].
3. Extensions and Recent Advances
3.1. Psychological and Behavioral Influences
3.1.1. Risk Perception and Prospect Theory
3.1.2. Altruism and Prosocial Behaviour
3.2. Network Effects on Vaccination Decisions
3.2.1. From Homogeneous Populations to Network-Based Vaccination Models
3.2.2. Social Impact and Decision Correlations
3.3. Policy Interventions and Incentive Mechanisms
3.3.1. Subsidies, Penalties, and Mandates
3.3.2. Public Communication Strategies
4. Challenges in Modelling Vaccination Behaviour
4.1. Model Validation and Empirical Data
4.2. Dynamic Feedback in Behaviour and Epidemics
4.3. Computational and Analytical Challenges
5. Conclusions and Future Perspectives
5.1. Summary of Key Insights
- 1.
- Behaviour-incidence feedback. Endogenising behaviour turns coverage into a state variable that rises and falls with prevalence. From homogeneous replicator models [9] to fractional-memory SVIR games [24], the same pattern recurs: when imitation or risk perception is strong, the coupled system oscillates. Such boom–bust dynamics explain the pertussis scare in 1970s Britain and the stop and go demand observed during COVID-19 lockdowns [31].
- 2.
- Strategic heterogeneity and network structure. Behavioural thresholds hinge on who meets whom. In activity- driven networks only highly active nodes vaccinate, and local cost-sharing can narrow the Nash-social gap [57,58]. Degree-targeted mandates outperform random ones [52]; by contrast, small asymmetric networks may deliver “too many” vaccinations in the wrong places [59]. Pathogen complexity (multi-strain [25] or zoonotic reservoirs [26]) and prospect-theory weighting [22,23] further modulate these thresholds.
- 3.
- Memory, perception, and prosocial motives. Probability weighting, loss aversion, and omission bias can either depress or amplify uptake depending on cost [34,45]; long memory for past infection stabilises dynamics, whereas memory for vaccine failure destabilises [21]. Altruistic or social-benefit framing consistently raises demand [11,51,64]. Discrete-choice experiments reveal that coverage by peers often increases rather than decreases utility, contradicting simple free-riding assumptions [65].
5.2. Emerging Trends in Vaccination Game Research
- (i)
- Explicit psychological modelling. Early vaccination games treated agents as risk-neutral utility maximisers; contemporary work instead embeds bounded rationality via cognitive biases from behavioural economics. Integrating prospect theory, Li et al. show that probability weighting and loss aversion can raise equilibrium coverage when vaccination costs are modest but may depress uptake in high-cost regimes, reproducing the context-dependent elasticity seen in survey data [34]. These perception-based extensions mark a decisive move beyond homogeneous “expected-utility’’ assumptions.
- (ii)
- Network-aware dynamical frameworks. Classical vaccination games on static, well-mixed populations are giving way to temporally resolved, heterogeneous network models that capture both contact dynamics and information flow. Han and Li derive closed-form activity-rate thresholds in activity-driven graphs, showing that pure Nash equilibria coincide with Pareto optima only under particular cost–infection regimes [57]. At the opposite extreme of scale, Johnson et al. map over 100 million Facebook users into pro-, anti-, and undecided clusters, revealing how anti-vaccination content penetrates core communities, while pro-vaccine voices remain peripheral [69]. These developments are surveyed in Wang et al. [81], who trace the shift from well-mixed to multilayer, behaviour-feedback models, and in their multilayer-network colloquium, which provides a methodological taxonomy spanning spectral criteria, percolation, pair approximations, and inter-layer coupling [30]. A further frontier is the use of higher-order networks—hypergraphs and simplicial complexes that encode group rather than pairwise contacts—which can fundamentally alter epidemic thresholds and strategic incentives; Majhi, Perc, and Ghosh offer a comprehensive overview of these methods and their dynamical consequences [82].
- (iii)
- Toward data-driven validation. A systematic review by Verelst et al. finds that only about 15 % of behavioural–epidemic models published between 2010–2015 used real-world data for calibration, but notes a rapid uptake of social media and survey streams in more recent studies [63]. Amaral et al. exemplify this shift: their voluntary-quarantine game links risk perception to SIR dynamics and reproduces the multi-wave COVID-19 patterns observed in Brazil [60]. Likewise, mean-field-game analyses of the 2009–2010 H1N1 campaign in France quantify how pessimistic vaccine-risk perceptions curtailed uptake despite ample supply [75]. These efforts illustrate a growing emphasis on validating strategic models against behavioural and epidemiological time series.
5.3. AI and Machine Learning for Strategic Vaccination Game Models
- Map semantic outputs to game payoffs. Translate sentiment scores, topic intensities or risk-prediction probabilities into quantitative adjustments of vaccination cost and infection probability .
- Fuse multi-source data. Combine social media, electronic health records, and epidemiological time series to calibrate both behavioural payoffs and dynamic feedback loops (e.g., evolving with local incidence).
- Simulate strategic interventions. Embed AI-inferred payoffs in multi-agent or networked game simulations to test how targeted communication, subsidies, or mandates shift equilibria and eradicate free-riding.
5.4. Open Questions and Future Directions
- (i)
- Empirical grounding and validation. A systematic review found that only about 15% of behavioural models published between 2010 and 2015 used any real-world data for calibration or validation, and even fewer employed multiple data streams or prospective testing [63]. Survey-based calibration has been attempted—for example, Basu et al. calibrated an HPV game with nationally representative risk perceptions [74], while Verelst et al. used a large discrete-choice experiment to estimate utilities for six vaccine attributes in Belgian adults [65]. Such studies remain rare, expensive, and subject to bias. Operational field data are scarcer still: Murray’s salmon-farm area-management game uses industry cost records [76], and Johnson et al. provide population-scale sentiment maps from Facebook clustering [69], yet neither directly parameterises dynamic vaccination games. Laboratory experiments (e.g., Betsch et al. [11], Shim et al. [38]) furnish behavioural anchors, but linking these insights to real epidemics remains challenging. Integrating social-media analytics, mobility logs, or electronic health records with game-theoretic models—and validating predictions prospectively—will be essential for moving from proof of concept to policy tool.
- (ii)
- Multi-layer feedbacks. Coupled behaviour–disease models show that small changes—such as memory length for past infections versus vaccine failures [21], symptomatic misclassification, or economic fatigue—can flip systems from stable coverage to large oscillations [31]. Reluga et al. demonstrated that payoff heterogeneity can stabilise or destabilise boom–bust cycles depending on belief variance [10], while path-integral methods reveal delay-induced oscillations in booster-timing games [62]. Environmental feedbacks in replicator–ecology couplings generate “oscillating tragedy-of-the-commons’’ dynamics [92]; network-based memory decay or internal subsidies can damp or perpetuate waves [33,58]. Extending these frameworks to real-time, data-driven settings—potentially via machine-learning hybrids that ingest live epidemiological and behavioural streams—remains a pressing frontier.
- (iii)
- Endogenous incentives. Most incentive studies still assume exogenous subsidies or penalties. Yet, internal support mechanisms, where agents pool small contributions for local redistribution, can outperform global schemes in heterogeneous networks [58]. Partial- versus free-subsidy designs yield non-trivial uptake responses [12], and budget-allocation games reveal counter-intuitive donor strategies that depend on migration and economic loss [53]. Hybrid mandates—vaccinating a core of high-centrality nodes before voluntary stages—achieve higher social payoff than untargeted compulsion [52]; forced quarantine/isolation adds another layer of strategic interplay [73]. Designing truly adaptive incentives that evolve with perceived risk, network topology, and supply constraints remains an open research avenue.
- (iv)
- Policy realism and heterogeneity. Demographic structure, imperfect vaccines, and multi-pathogen interactions can radically alter the Nash–social-optimum gap. Age-structured models show that for varicella, moderate vaccination may worsen outcomes by shifting cases into older cohorts—reversing the usual inequality [39]; two-age poliomyelitis frameworks underscore the need for mandates in high-transmission infant classes [56]. Multi-strain analyses reveal that asymmetric cross-protection can facilitate mutant invasion despite high coverage [25], and zoonotic-reservoir games highlight cost thresholds beyond which human vaccination alone cannot eradicate disease [26]. Extending such heterogeneous, multi-pathogen models—e.g., to RSV–COVID co-circulation or combined vaccination-distancing choices—could yield more nuanced policy portfolios.
- (v)
- Behaviour under macro-economic stress. The COVID-19 pandemic exposed how financial constraints shape compliance. Models coupling voluntary lockdown games with SEIR dynamics show that emergency relief—reducing the private cost of isolation—shortens economically costly epidemic waves, but calibration requires granular data on household liquidity and risk perception [31]. Integrating macro-economic modules (e.g., job-loss risk, income support) with vaccination games—and validating them against real economic and epidemiological indicators—remains largely uncharted territory.
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
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Aspect | References (Numeric Keys) |
---|---|
Analytical approximation | |
Mean-field ODE | [3,8,19,24,25,26,42,43,47,49,53,54,55,72,73,79,80] |
Population structure | |
Cellular automata/lattices | [13,41] |
Static or generic networks | [16,17,22,23,29,41,52,59,68,69,70] |
Erdos–Rényi graphs | [15,23,33,69,81] |
Scale-free/heterogeneous graphs | [15,17,29,55,67,69,81] |
Super-spreader hubs | [17,67,69,81] |
Decision-making basis | |
Neighbourhood prevalence | [15,16,17,22,23,33,41,68,69,70] |
Population-wide prevalence | [8,19,25,26,42,43,47,55,79,80] |
Perceived vaccine risk | [8,11,19,22,23,31,42,45,47,55,68,69,75,79] |
Perceived disease risk | [8,15,25,26,42,47,69,79,80] |
Direct imitation | [15,16,17,23,33,41,42,68] |
Additional processes | |
Payoff optimisation | [8,49,52,53,55,62,68,72] |
Economic cost analysis | [8,47,49,53,54,69,72,79] |
Subsidies | [12,52,53,61] |
Penalties | [8,61,75] |
Mandates/priority | [26,52,56] |
Communication/framing | [11,44,64,65,75] |
NPIs (distancing, masks) | [31,60,73,77,80] |
Vaccination + treatment | [54,73] |
Game-theoretic specifics | |
Voluntary vaccination | [8,42,44,45,46,47,59,68] |
Herd-immunity analysis | [26,43,44,47,55] |
Prospect theory/memory | [21,22,23,24,45,80] |
Altruism | [11,44,51,64,66] |
Pathogen complexity | |
Multi-strain | [25,54] |
Zoonotic reservoirs | [26,43] |
Psychological realism | |
Prospect-theory weighting | [22,23] |
Fractional memory | [24] |
Omission bias | [45,46] |
Hybrid interventions | |
Mandatory + voluntary | [52,73] |
Vaccination + treatment | [54] |
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Schimit, P.H.T.; Sergio, A.R.; Fontoura, M.A.R. Vaccination as a Game: Behavioural Dynamics, Network Effects, and Policy Levers—A Comprehensive Review. Mathematics 2025, 13, 2242. https://doi.org/10.3390/math13142242
Schimit PHT, Sergio AR, Fontoura MAR. Vaccination as a Game: Behavioural Dynamics, Network Effects, and Policy Levers—A Comprehensive Review. Mathematics. 2025; 13(14):2242. https://doi.org/10.3390/math13142242
Chicago/Turabian StyleSchimit, Pedro H. T., Abimael R. Sergio, and Marco A. R. Fontoura. 2025. "Vaccination as a Game: Behavioural Dynamics, Network Effects, and Policy Levers—A Comprehensive Review" Mathematics 13, no. 14: 2242. https://doi.org/10.3390/math13142242
APA StyleSchimit, P. H. T., Sergio, A. R., & Fontoura, M. A. R. (2025). Vaccination as a Game: Behavioural Dynamics, Network Effects, and Policy Levers—A Comprehensive Review. Mathematics, 13(14), 2242. https://doi.org/10.3390/math13142242