31,580 research outputs found
"White men can't jump," but would you bet on it?
We identify an otherwise efficient market in which racial stereotypes affect market outcomes. In this market, there are well-defined prices, well-defined outcomes, a finite time horizon, and readily available information. The market appears to efficiently process the available information, with the exception of the race of the participants. We examine data on point spreads for NBA games over the 15 seasons from 1993-94 to 2007-08. We find evidence that the racial composition of the team is related to the size of the spread and their performance against the spread. Specifically, we find that a more black team tends to face a larger point spread and that these teams perform worse against the spread. It is possible that this effect is driven by the bookmakers setting a biased point spread or driven by excessive betting on the more black team. Using a different data set containing the movement of the spread, we do not find a relationship between the movement of the spread and the racial composition of the team. As a result, we favor the explanation that the bookmakers set a biased point spread.Stereotypes; Point spread; Market efficiency
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Expertise in chess
This chapter provides an overview of research into chess expertise. After an historical background and a brief description of the game and the rating system, it discusses the information processes enabling players to choose good moves, and in particular the trade-offs between knowledge and search. Other topics include blindfold chess, talent, and the role of deliberate practice and tournament experience
Which game narratives do adolescents of different gameplay and sociodemographic backgrounds prefer? a mixed-methods analysis
OBJECTIVE: The aim of this study was to investigate which narrative elements of digital game narratives are preferred by the general adolescent population, and to examine associations with gender, socioeconomic status (SES), and gameplay frequency. Further, the study aims to discuss how results can be translated to serious digital games.
MATERIALS AND METHODS: Adolescents were recruited through school to complete a survey on narrative preferences in digital games. The survey included questions on sociodemographic information, frequency of gameplay, and an open-ended question on what could be an appealing narrative for them. Data were analyzed in a mixed-methods approach, using thematic analysis and chi-square analyses to determine narrative preferences and the associations between game narrative elements and player characteristics (gender, SES, and frequency of gameplay).
RESULTS: The sample consisted of 446 adolescents (12-15 years old) who described 30 narrative subthemes. Preferences included human characters as protagonists; nonhuman characters only as antagonists; realistic settings, such as public places or cities; and a strong conflict surrounding crime, catastrophe, or war. Girls more often than boys defined characters by their age, included avatars, located the narrative in private places, developed profession-related skills, and included a positive atmosphere. Adolescents of nonacademic education more often than adolescents of academic education defined characters by criminal actions. Infrequent players more often included human characters defined by their age than frequent players. After performing a Bonferroni correction, narrative preferences for several gender differences remained.
CONCLUSION: Different narrative elements related to subgroups of adolescents by gender, SES, and frequency of gameplay. Customization of narratives in serious digital health games should be warranted for boys and girls; yet, further research is needed to specify how to address girls in particular
The Effect of Pok\'emon Go on The Pulse of the City: A Natural Experiment
Pok\'emon Go, a location-based game that uses augmented reality techniques,
received unprecedented media coverage due to claims that it allowed for greater
access to public spaces, increasing the number of people out on the streets,
and generally improving health, social, and security indices. However, the true
impact of Pok\'emon Go on people's mobility patterns in a city is still largely
unknown. In this paper, we perform a natural experiment using data from mobile
phone networks to evaluate the effect of Pok\'emon Go on the pulse of a big
city: Santiago, capital of Chile. We found significant effects of the game on
the floating population of Santiago compared to movement prior to the game's
release in August 2016: in the following week, up to 13.8\% more people spent
time outside at certain times of the day, even if they do not seem to go out of
their usual way. These effects were found by performing regressions using count
models over the states of the cellphone network during each day under study.
The models used controlled for land use, daily patterns, and points of interest
in the city.
Our results indicate that, on business days, there are more people on the
street at commuting times, meaning that people did not change their daily
routines but slightly adapted them to play the game. Conversely, on Saturday
and Sunday night, people indeed went out to play, but favored places close to
where they live.
Even if the statistical effects of the game do not reflect the massive change
in mobility behavior portrayed by the media, at least in terms of expanse, they
do show how "the street" may become a new place of leisure. This change should
have an impact on long-term infrastructure investment by city officials, and on
the drafting of public policies aimed at stimulating pedestrian traffic.Comment: 23 pages, 7 figures. Published at EPJ Data Scienc
Strike Three: Umpires' Demand for Discrimination
We explore how umpires' racial/ethnic preferences are expressed in their evaluation of Major League Baseball pitchers. Controlling for umpire, pitcher, batter and catcher fixed effects and many other factors, strikes are more likely to be called if the umpire and pitcher match race/ethnicity. This effect only exists where there is little scrutiny of umpires' behavior – in ballparks without computerized systems monitoring umpires' calls, at poorly attended games, and when the called pitch cannot determine the outcome of the at-bat. If a pitcher shares the home-plate umpire's race/ethnicity, he gives up fewer hits, strikes out more batters, and improves his team's chance of winning. The general implication is that standard measures of salary discrimination that adjust for measured productivity may be flawed. We derive the magnitude of the bias generally and apply it to several examples.strategic interactions, worker evaluation, wage equations, economics of sports
The Art of Knowledge Exchange: A Results-Focused Planning Guide for Development Practitioners
Designing and implementing knowledge exchange initiatives can be a big undertaking. This guide takes the guesswork out of the process by breaking it down into simple steps and providing tools to help you play a more effective role as knowledge connector and learning facilitator
Strike Three: Umpires' Demand for Discrimination
We explore umpires' racial/ethnic preferences in the evaluation of Major League Baseball pitchers. Controlling for umpire, pitcher, batter and catcher fixed effects and many other factors, strikes are more likely to be called if the umpire and pitcher match race/ethnicity. This effect only exists where there is little scrutiny of umpires' behavior -- in ballparks without computerized systems monitoring umpires' calls, at poorly attended games, and when the called pitch cannot determine the outcome of the at-bat. If a pitcher shares the home-plate umpire's race/ethnicity, he gives up fewer runs per game and improves his team's chance of winning. The results suggest that standard measures of salary discrimination that adjust for measured productivity may generally be flawed. We derive the magnitude of the bias generally and apply it to several examples.
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