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1.
In the real world, when people play a game, they often receive advice from those that have played it before them. Such advice can facilitate the creation of a convention of behavior. This paper studies the impact of advice on the behavior subjects who engage in a non-overlapping generational Ultimatum game where after a subject plays he is replaced by another subject to whom he can offer advice.Our results document the fact that allowing advice fosters the creation of a convention of behavior in Ultimatum games. In addition, by reading the advice offered we conclude that arguments of fairness are rarely used to justify the offers of Senders but are relied upon to justify rejections by Receivers.  相似文献   

2.
We experimentally investigate if free information disadvantages a player relative to when information is unavailable. We study an Ultimatum game where the Proposer, before making an offer, can obtain free information about the Responder's minimum acceptable offer. Theoretically, the Proposer should obtain the information and play a best reply to the Responder's minimum acceptable offer. Thus the Responder should get the largest share of the surplus. We find that an increasing number of Proposers become informed over time. Moreover, the proportion of Proposers who use the information to maximize money earnings increases over time. The majority of information-acquiring Proposers, however, refuse to offer more than one-half and play a best reply only to Responders who accept offers of one-half or less. This, together with a substantial proportion of Proposers who choose to remain uninformed, means that the availability of free information backfires for Proposers only by a little. Electronic Supplementary Material Supplementary material is available in the online version of this article at . JEL Classification C70, D63, D80  相似文献   

3.
Recent researches have shed light on the effect of cognitive ability on economic decision-making. By measuring cognitive ability applying Raven's progressive matrix test, we obtain two significant results that this effect affects decision-making in two types of experimental ultimatum games. First, the higher the cognitive ability, the larger the amount a sender offers when the offer is smaller than or equal to the half split. Second, the higher the responders’ cognitive ability, the smaller the offer they accept, when they accept it or not with the strategy method. This study not only finds new factors that affect decision-making in experimental ultimatum games, but also provides more evidences that cognitive ability influences economic decision-making.  相似文献   

4.
There are many experimental studies of bargaining behavior, but suprisingly enough nearly no attempt has been made to investigate the so-called ultimatum bargaining behavior experimentally. The special property of ultimatum bargaining games is that on every stage of the bargaining process only one player has to decide and that before the last stage the set of outcomes is already restricted to only two results. To make the ultimatum aspect obvious we concentrated on situations with two players and two stages. In the ‘easy games’ a given amount c has to be distributed among the two players, whereas in the ‘complicated games’ the players have to allocate a bundle of black and white chips with different values for both players. We performed two main experiments for easy games as well as for complicated games. By a special experiment it was investigated how the demands of subjects as player 1 are related to their acceptance decisions as player 2.  相似文献   

5.
In this article, we focus on bargaining within male–female pairs, the most pervasive partnership in humankind. We analyse data from an ultimatum game played by Greek participants. Parallel to this, we introduce a one-way communication protocol according to which the responders can send short messages to the receivers, after making their decisions. The analysis shows that gender and message effects exist and males are more effective bargainers.  相似文献   

6.
7.
We report on an experiment comparing compulsory and voluntary voting institutions in a voting game with common preferences. Rational choice theory predicts sharp differences in voter behavior between these two institutions. If voting is compulsory, then voters may find it rational to vote insincerely, i.e., against their private information. If voting is voluntary so that abstention is allowed, then sincere voting in accordance with a voter's private information is always rational while participation may become strategic. We find strong support for these theoretical predictions in our experimental data. Moreover, voters adapt their decisions to the voting institution in place in such a way as to make the group decision accuracy differences between the two voting institutions negligible. The latter finding may serve to rationalize the co-existence of compulsory and voluntary voting institutions in nature.  相似文献   

8.
This note provides simple necessary and sufficient conditions for the comparison of information structures in zero-sum games. This solves an open problem of Grossner and Mertens [Gossner, O., Mertens, J.-F., 2001. The value of information in zero-sum games. http://ogossner.free.fr/Articles/abstract.pdf]. The conditions are phrased in terms of Blackwell garbling of information of each of the players.  相似文献   

9.
We present evidence from laboratory experiments of behavioral spillovers and cognitive load that spread across strategic contexts. In the experiments, subjects play two distinct games simultaneously with different opponents. We find that the strategies chosen and the efficiency of outcomes in one game depends on the other game that the subject plays, and that play is altered in predictable directions. We develop a measure of behavioral variation in a normal form game, outcome entropy, and find that prevalent strategies in games with low outcome entropy are more likely to be used in the games with high outcome entropy, but not vice versa. Taken together, these findings suggest that people do not treat strategic situations in isolation, but may instead develop heuristics that they apply across games.  相似文献   

10.
This paper investigates the development of conventions of trust in what we call intergenerational games, i.e., games played by a sequence of non-overplapping agents, who pass on advice on how to play the game across adjacent generations of players. Using the trust game of Berg et al. (1995) as our experimental decision problem, advice seems to decrease the amount of trustthat evolves when this game in played in an inter-generational manner in that it decreases the amount of money sent from Senders to Returners. Ironically, advice increases trustworthinessin that Returners tend to send more back. Further, subjects appear to follows conventions of reciprocity in that they tend to Send more if they think the Returners acted in a “kind” manner, where kind means the Sender sent more money than the receiver expected. Finally, while we find a causal relationship running from trustworthiness to trust, the opposite can not be established. We note that many of our results can only be achieved using the tools offered by inter-generational games. The inter-generational advice offered provides information not available when games are played in their static form. Combining that information with elicited beliefs of the Senders and Returners adds even more information that can be used to investigate the motives that subjects have for doing what they do. Electronic supplementary material Electronic supplementary material is available for this article at and accessible for authorised users. JEL Classification C91 · C72 Resources for this research were provided by National Science Foundation grants SBR-9709962 and SBR-9709079 and by both the Center for Experimental Social Science and the C.V. Starr Center for Applied Economics at New York University. We would like to thank Shachar Kariv for both his comments and research assistance. We also thank Mikhael Shor and Judy Goldberg for research assistance, and Yevgeniy Tovshteyn for computer programming.  相似文献   

11.
Using data aggregated from seven papers that study repeated play in standard ultimatum games with either stranger or absolute stranger matching, we show that the behavior of responders changes with experience. High offers are more likely to be accepted with experience and low offers are more likely to be rejected. At the individual level, there is a negative relationship between the likelihood that a given offer is accepted and the size of the preceding offer. We compare the results with predictions generated by static models of distributional preferences, implicitly dynamic models of preferences with reciprocity, and explicitly dynamic models of adaptive learning. The data is most consistent with models of preferences with reciprocity.  相似文献   

12.
In phase I, every participant plays the ultimatum game with each of the other five group members. For each of five offers, it is learned how many participants in each group would have accepted it. In phase II, the pie is 30 times larger. Thus, response behavior can be explored in phase I and, with this information, possibly exploited in phase II. Neither game theory nor equity theory suggest such holistic experimentation. Seventy-four participants out of 91 engaged in experimentation by submitting different offers in phase I. The remaining 17 submitted equal offers as suggested by decomposition hypothesis.  相似文献   

13.
We report on experiments examining the value of commitment in Stackelberg games where the follower chooses whether to pay some cost to perfectly observe the leader's action. Várdy [Games Econ. Behav. (2004)] shows that in the unique pure-strategy subgame perfect equilibrium of this game, the value of commitment is lost completely; however, there exists a mixed-strategy subgame perfect equilibrium where the value of commitment is fully preserved. In the data, the value of commitment is largely preserved when the cost of looking is small, while it is lost when the cost is large. Nevertheless, for small observation costs, equilibrium behavior is clearly rejected. Instead, subjects persistently play non-equilibrium strategies in which the probability of the follower choosing to observe the leader's action is a decreasing function of the observation cost.  相似文献   

14.
Delaying acceptance decisions in the Ultimatum Game drastically increases acceptance of low offers. While in treatments without delay less than 20% of low offers are accepted, 60-80% are accepted as we delay the acceptance decision by around 10 min.  相似文献   

15.
16.
This article examines behavior in the two-player, constant-sum Colonel Blotto game with asymmetric resources in which players maximize the expected number of battlefields won. The experimental results support the main qualitative predictions of the theory. In the auction treatment, where winning a battlefield is deterministic, disadvantaged players use a “guerilla warfare” strategy that stochastically allocates zero resources to a subset of battlefields. Advantaged players employ a “stochastic complete coverage” strategy, allocating random, but positive, resource levels across the battlefields. In the lottery treatment, where winning a battlefield is probabilistic, both players divide their resources equally across all battlefields. However, we also find interesting behavioral deviations from the theory and discuss their implications.  相似文献   

17.
Summary. Tacit coordination in large groups is studied in an iterated market entry game with complete information and multiple market capacities that are varied randomly from period to period. On each period, each player must decide independently whether to enter any of the markets, and if entering, which of the two markets to enter. Across symmetric and asymmetric markets, we find remarkable coordination on the aggregate level, which is accounted for by the Nash equilibrium, together with considerable individual differences in frequency of entry and decision rules. With experience, the decisions of most players converge to decision rules with cutoff values on the combined market capacity that determine whether or not to enter but not which of the two markets to enter. This latter decision is determined probabilistically by the differential market capacities. The aggregate and individual results are accounted for quite well by a reinforcement-based learning model that combines deterministic and probabilistic elements.  相似文献   

18.
We consider a sequential two-party bargaining game with uncertain information transmission. When the first mover states her demand she does only know the probability with which the second mover will be informed about it. The informed second mover can either accept or reject the offer and payoffs are determined as in the ultimatum game. Otherwise the uninformed second mover states his own demand and payoffs are determined as in the Nash demand game. In the experiment we vary the commonly known probability of information transmission. Our main finding is that first movers’ and uninformed second movers’ demands adjust to this probability as qualitatively predicted, that is, first movers’ (uninformed second movers’) demands are lower (higher) the lower the probability of information transmission. JEL Classification C72 · C78 · C92  相似文献   

19.
20.
Fairness versus efficiency: An experimental study of (mutual) gift giving   总被引:1,自引:0,他引:1  
Fairness is a strong concern as shown by dictator and ultimatum experiments. Efficiency, measured by the sum of individual payoffs, is a potentially competing concern in games, such as the prisoners’ dilemma. In our experiment, the participants can increase efficiency by giving gifts. In the one-sided treatment, this is only possible for one of the two partners. The two-sided treatment allows for mutual gift giving. In both cases, decisions can be conditioned on whether there is or there is not an efficiency gain by gift giving. Our results indicate that efficiency concerns are dominated by fairness concerns that are less stringent in mutual exchanges than in one-sided gift relationships.  相似文献   

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