Indirect effects are when something happens because of another thing that happened before it, but not right away.
Imagine you're playing with building blocks. You push one block, and it falls over. Then the next block falls too, and the next one after that. The first block falling made all the others fall eventually, even though they weren’t pushed directly.
Indirect effects are like that, something starts a chain of events, and other things happen because of it, but not in the same moment.
Like a Ripple in a Pond
Think of a pond. If you throw a rock into the water, the rock hits the surface first, that’s the direct effect. But then the water moves outwards in ripples, those are indirect effects. The rock caused the ripples, but they weren’t the same thing as the rock hitting the water.
So just like the rock causes rippling water later on, one event can cause other things to happen a little bit after, and that’s what we call indirect effects.
Examples
- A loud noise startles a dog, and the dog barks at a neighbor.
- A plant gets more sunlight because another plant was removed.
- A person's friend loses a job, so they also lose their job.
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See also
- What are agent-based simulations?
- What are emergent properties?
- What are emergent outcomes?
- What are non-linearities?
- What are multi-agent simulations?