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Most large real-world organizations contain multiple smaller groups, such as working groups within firms. However, can this sort of nested groups be used to alleviate coordination failures in the larger group? We report on a multi-player Stag Hunt experiment wherein we hierarchically structure a large group into mutually exclusive small groups. We offer varying incentive payments if efficient coordination is achieved at a large or small group level. The novelty of our design is that we hold the total payment size constant between treatments. In our nested incentive treatment, we reduce the reward for achieving large-group coordination by a small amount and reallocate the same amount to successful small-group coordination. The results reveal that incentive reallocations privileging small groups facilitate efficient large-group coordination in the nested group structure.
By means of a laboratory experiment, Rubin and Sheremeta (Manag Sci 62(4):985–999, 2016), study a bonus-version of the gift-exchange game, including two treatment variations. First they vary whether the effort provided by the agent directly translates into output for the principal, or whether it is distorted by a shock. Second, for the condition with a shock they vary whether the shock is observed by the principal, or not. The authors’ main findings are that (1) the introduction of an unobservable shock significantly reduces welfare; and (2) informing the principal about the size of the shock does not restore gift-exchange. In a replication study we largely reproduce finding (1), but we fail to confirm finding (2). Our data suggests that small behavioral differences in the initial rounds lead to a hysteresis effect that is responsible for the differences in results across studies.
The literature on rent-seeking primarily focuses on contests for achieving gains, although contests for avoiding losses are also omnipresent. Examples for such ‘reverse’ contests are activities to prevent the close-down of a local school or the construction of a waste disposal close-by. While under standard preferences, investments in ‘reverse’ and ‘conventional’ contests should not be different, loss aversion predicts contests for avoiding losses to be fiercer than conventional ones. In our experimental data, the difference in investments between conventional and reverse Tullock contests is small and statistically insignificant. We discuss several explanations for this remarkable finding.
We analyze whether subjects with extensive laboratory experience and first-time participants, who voluntarily registered for the experiment, differ in their behavior. Subjects play four one-shot, two-player games: a trust game, a beauty contest, an ultimatum game, a traveler’s dilemma and, in addition, we conduct a single-player lying task and elicit risk preferences. We find few significant differences. In the trust game, experienced subjects are less trustworthy and they also trust less. Furthermore, experienced subjects submit fewer non-monotonic strategies in the risk elicitation task. We find no differences whatsoever in the other decisions. Nevertheless, the minor differences observed between experienced and inexperienced subjects may be relevant because we document a potential recruitment bias: the share of inexperienced subjects may be lower in the early recruitment waves.
In oligopoly, imitating the most successful competitor yields very competitive outcomes. This theoretical prediction has been confirmed experimentally by a number of studies. A recent paper by Friedman et al. (J Econ Theory 155:185–205, 2015) qualifies those results in an interesting way: While they replicate the very competitive results for the first 25–50 periods, they show that when using a much longer time horizon of 1200 periods, results slowly turn to more and more collusive outcomes. We replicate their result for duopolies. However, with 4 firms, none of our oligopolies becomes permanently collusive. Instead, the average quantity always stays above the Cournot–Nash equilibrium quantity. Thus, it seems that “four remain many” even with 1200 periods.
A number of recent papers have looked at framing effects in linear public good games. In this comment, I argue that, within this literature, the distinction between give-take and positive–negative framing effects has become blurred, and that this is a barrier towards understanding the experimental evidence on framing effects. To make these points, I first illustrate that frames can differ along both an externality and choice dimension. I then argue that the existing evidence is consistent with a strong positive–negative framing effect but no give-take framing effect on average contributions.
There is a long-standing unresolved debate in game theory and experimental economics regarding the behavioral equivalence of the direct-response method (hot play) and the strategy method (cold play). Using a unified experimental framework, we compare behavior elicited via both methods in four different Centipede Games that differ in their incentives to take or pass, in the evolution of those incentives over decision nodes, and in the asymmetry of the incentives across the two player roles. Out of the four Centipede Games, we find that both methods yield statistically different behavior in two of them, while in the remaining two we cannot reject the same behavior across the hot and cold methods. Whenever the behavior diverges, hot play consistently makes individuals stop earlier. These findings should shift the question from whether both methods are generically behaviorally equivalent to under which conditions they are (not) and why.
In an experiment, we first elicit the distributional preferences of subjects and then let them bid for a lottery, either in a Becker–DeGroot–Marschak (BDM) mechanism or a Vickrey auction (VA). The standard theory predicts that altruistic subjects underbid in the VA—compared to the BDM—while spiteful subjects overbid in the VA. The data do not confirm those predictions. While we observe aggregate underbidding in the VA, the result is not driven by the choices of altruistic subjects.
This paper provides a close conceptual replication of the study by Di Tella et al. (Am Econ Rev 105: 3416–42, 2015) on self-serving beliefs. The design differs in some aspects from the original study, but maintains its fundamental structure and uses a larger sample size. The main findings of the original study are not replicated. If anything, beliefs seem to be biased in the opposite direction. These results are discussed jointly with two other replication efforts by Ging-Jehli et al. (Games Econ Behav 122–341, 2020) and Ahumada et al. (Well excuse me! replicating and connecting excuse-seeking behaviors, 2022). The main conclusion is that self-serving beliefs about others in strategic settings seem to be quite sensitive and hard to capture.
We run an eye-tracking experiment to investigate whether players change their gaze patterns and choices after they experience alternative models of choice in one-shot games. In phase 1 and 3, participants play 2 × 2 matrix games with a human counterpart; in phase 2, they apply specific decision rules while playing with a computer with known behavior. We classify participants in types based on their gaze patterns in phase 1 and explore attentional shifts in phase 3, after players were exposed to the alternative decision rules. Results show that less sophisticated players, who focus mainly on their own payoffs, change their gaze patterns towards the evaluation of others’ incentives in phase 3. This attentional shift predicts an increase in equilibrium responses in relevant classes of games. Conversely, cooperative players do not change their visual analysis. Our results shed new light on theories of bounded rationality and on theories of social preferences.
Players often fail to coordinate on the efficient equilibrium in laboratory weak-link coordination games. In this paper, we investigate whether such coordination failures can be mitigated by increasing the number of rounds or altering per-period stakes. We find that neither time horizon nor stakes affect equilibrium selection. In contrast to previous findings, players are not more likely to play above the previous period’s minimum choice when the horizon is longer or per-period stakes lower. We also investigate which socio-demographic factors and behavioral traits correlate most strongly with play both in the first round and in subsequent rounds. Cognitive ability as measured by a cognitive reflection test stands out as the characteristic that is most strongly associated with efficient coordination.
We introduce stochastic loss into a gift exchange game to study how information on intentions affects reciprocity. In one treatment, the respondent observes the amount received and whether a loss occurred, so both the consequential outcome and the sender’s original intention are known. In the other two treatments, information about whether a loss occurred is hidden, and the respondent is only informed of the amount received (outcome) or the amount initially sent (intention). Using both regression-based approaches and non-parametric tests, we find greater reciprocity in the two treatments that reveal intentions. These differences arise even in a simple one-shot setting without reputational benefits and are economically meaningful; they are similar in magnitude to the difference attributable to a full point reduction in the amount received. Our findings show the impact of the information environment on reciprocity in settings with uncertainty and suggest that transparency is important to reciprocity.
We examine a variant of ultimatum bargaining in which principals may delegate their proposal decision to agents hired from a competitive market. Contrary to several prior studies, we find that when principals must use agents, the resulting proposals are significantly higher than when principals make proposals themselves. In reconciling our results with prior findings, we conclude that both the rejection power afforded to responders and the structure of principal-agent contracts can play significant roles in the nature of outcomes under delegated bargaining.
We systematically investigate prisoner’s dilemma and dictator games with valence framing. We find that give versus take frames influence subjects’ behavior and beliefs in the prisoner’s dilemma games but not in the dictator games. We conclude that valence framing has a stronger impact on behavior in strategic interactions, i.e., in the prisoner’s dilemma game, than in allocation tasks without strategic interaction, i.e., in the dictator game.
stratEst is a software package for strategy frequency estimation in the freely available statistical computing environment R (R Development Core Team in R Foundation for Statistical Computing, Vienna, 2022). The package aims at minimizing the start-up costs of running the modern strategy frequency estimation techniques used in experimental economics. Strategy frequency estimation (Stahl and Wilson in J Econ Behav Organ 25: 309–327, 1994; Stahl and Wilson in Games Econ Behav, 10: 218–254, 1995) models the choices of participants in an economic experiment as a finite-mixture of individual decision strategies. The parameters of the model describe the associated behavior of each strategy and its frequency in the data. stratEst provides a convenient and flexible framework for strategy frequency estimation, allowing the user to customize, store and reuse sets of candidate strategies. The package includes useful functions for data processing and simulation, strategy programming, model estimation, parameter testing, model checking, and model selection.
This paper investigates how process data like response time and click position relates to economic decisions. We use a social value orientation experiment, which can be considered as a prototypical multi-attribute decision problem. We find that in the social value orientation task more individualistic subjects have shorter response times than prosocial subjects. Individualistic subjects click more often on their own payoffs than on the others’ payoffs, and they click more often on their own payoffs than prosocial subjects. Moreover, the response time information and the click position information are complementary in explaining subjects’ preferences. These results show that response times and click positions can be used as indicators of people’s preferences.
Cooperation motives are traditionally elicited in experimental games where players have misaligned interests that yield noncooperation in equilibrium. Research finds a typology of behavioral types such as free riders and conditional cooperators. However, intrinsic motives in conflict settings such as appeasement, punishment, and greed are elusive in such games where noncooperation is the equilibrium prediction. To identify types in the dark side of human interaction, we apply hierarchical cluster analysis to data from the Vendetta Game, which has a payoff structure similar to public goods games but a dynamic move structure that yields cooperation in equilibrium. It allows us to observe diverse non-equilibrium conflict strategies, and to understand how feuds perpetuate. We relate our method and typology to other social dilemmas.
We examine a common pool resource (CPR) where appropriations deteriorate the quality of the resource and, thus, its impact on the exploitation of the CPR. We focus on two settings: (i) firms use the CPR without abatement efforts, and (ii) abatement is allowed. We provide comparisons between these two settings and identify socially optimal appropriation levels. We find that (i) higher quality of the CPR could induce firms to overuse the resource, and (ii) first-period appropriations with abatement decrease in the regeneration rate. However, abatement induces an overuse of the resource when the quality of the CPR improves.
We study an indefinitely repeated Tullock contest in which the stage-game winner gains an incumbency advantage in the next stage-game. The incumbent's advantage allows the incumbent to carry over a proportion of their expenditure in the previous contest to the next contest. Theoretically, this advantage is not predicted to have a large impact on total expenditure. However, in a controlled laboratory experiment, we find the incumbency advantage increases total expenditure by a significant amount. Further, we find that carryover has a discouraging effect on challengers while encouraging incumbents react in a retaliatory manner.
Coordination problems arise in many economic, political, and social situations. Many times, authorities and institutions are created to solve these coordination problems. However, the success of these institutions depends on whether people are willing to follow their prescriptions. Using a behavioral experiment on Amazon Mechanical Turk we analyze whether an authority can aid in solving hawk-dove coordination games and whether its success depends on a shared identity by the players. The authority is represented in our experiment by a randomizing device that recommends actions to players to implement a socially efficient correlated equilibrium. In the game, players are better off following the recommendations if they believe others will do as well. We investigate whether people are more likely to follow recommendations when they have a shared identity. We find that the device's success is not driven by group membership, but rather by the content of its recommendations.