What the data shows
i receive: more lives savedyou receive: jaywalkers are fine, actuallyAll effects are in percentage points: how much a trait raises the chance that a group is spared.
- Numbers matter at least as much to Jev. Each extra life on one side raises Jev's chance of sparing that side by 12 points; for the players, 8, though the players' range is wide enough to include 12.
- Jev doesn't favor the young. Players spare children over the elderly by 6 points; Jev doesn't lean either way (-1).
- Jev doesn't punish jaywalkers. Players spare people crossing legally over those crossing on a red light by 11 points, one of the strongest preferences in the game. Jev leans slightly the other way (-4).
- Jev doesn't side with pedestrians. Players lean toward sparing people on the road over the car's own passengers by 6 points; Jev by 1.
- People would rather not steer; Jev doesn't mind. Players let the car stay on course in 55% of their choices; Jev splits evenly (50%).
It still spares humans over pets (7 points, against 9 for players), though less firmly than players in any of the ten countries, and it drops the players' small preference for sparing the fit over the large (-1 against +2).
What it means, and what it doesn't
Jev counts lives at least as much as the crowd does, and it sets aside the judgments people make about who deserves to be spared: the young, the law-abiding, the innocent bystander. That fits a model trained to avoid treating people differently by age or behavior, and it makes Jev's answers look more like an ethics-class utilitarian than like the public.
It doesn't show what Jev "believes" a car should do on a real road; these are game dilemmas, answered as probabilities. And it isn't a quirk of which country Jev is compared with: players in all ten countries checked favor the young and the law-abiding, and Jev falls outside every one of them on both.