11 research outputs found
A Notion of Prominence for Games with Natural-Language Labels
We study games with natural-language labels (i.e., strategic problems where options are denoted by words), for which we propose and test a measurable characterization of prominence. We assume that – ceteris paribus – players find particularly prominent those strategies that are denoted by words more frequently used in their everyday language. To operationalize this assumption, we suggest that the prominence of a strategy-label is correlated with its frequency of occurrence in large text corpora, such as the Google Books corpus (“n-gram” frequency). In testing for the strategic use of word frequency, we consider experimental games with different incentive structures (such as incentives to and not to coordinate), as well as subjects from different cultural/linguistic backgrounds. Our data show that frequently-mentioned labels are more (less) likely to be selected when there are incentives to match (mismatch) others. Furthermore, varying one’s knowledge of the others’ country of residence significantly affects one’s reliance on word frequency. Overall, the data show that individuals play strategies that fulfill our characterization of prominence in a (boundedly) rational manner
The Doors of Perception
We investigate how a player’s strategic behavior is affected by the set of notions she uses in thinking about the game, i.e., the “frame”. To do so, we consider matching games where two players are presented with a set of objects, from which each player must privately choose one (with the goal of matching the counterpart’s choice). We propose a novel theory positing that different player types are aware of different attributes of the strategy options, hence different frames; we then rationalize why differences in players’ frames may lead to differences in choice behavior. Unlike previous theories of framing, our model features an epistemic structure allowing for the case in which an individual learns new frames, given some initial unawareness (of the fact that her perception of attributes may be incomplete). To test our model, we introduce an experimental design in which we bring about different frames by manipulating subjects’ awareness of various attributes. The experimental results provide strong support for our theory
I Cannot Cheat On You After We Talk
The experimental literature on social dilemmas has long documented the positive effect of communication on cooperation. Sally (1995), in a meta-analysis spanning thirty-five years of Prisoner\u27s Dilemma experiments, shows that the possibility of communicating significantly increases cooperation. Social psychologists have explained such a finding by hypothesizing that the act of communicating contributes to promoting trust by creating empathy among participants (see Loomis (1959), Desforges et al. (1991), Davis and Perkowitz (1979)). Bicchieri (2002, 2006), in a different perspective, puts forward a focusing function of communication hypothesis, according to which communication can focus agents on shared rules of behavior and - when it does focus them on pro-social ones - generates a normative environment which is conducive to cooperation. More specifically, when individuals face an unfamiliar situation, they need cues to under-stand how best to act and, for this reason, they check whether some behavioral rule they are aware of applies to the specific interaction. The effect of communication is to make a behavioral rule situational/y salient, that is, communication causes a shift in an individual\u27s focus towards the strategies dictated by the now-salient rule. In doing so, communication also coordinates players\u27 mutual expectations about which strategies will be chosen by the parties. In other words, (under some conditions) communication elicits social norms
The Doors of Perception: Theory and Evidence of Frame-Dependent Rationalizability
We investigate how strategic behavior is affected by the set of notions (frames) used when thinking about the game. In our games, the action set consists of visual objects: each player must privately choose one, trying to match the counterpart’s choice. We propose a model where different player-types are aware of different attributes of the action set (hence, different frames). One of the novelties is an epistemic structure that allows players to think about new frames, after initial unawareness of some attributes. To test the model, our experimental design brings about multiple frames by varying subjects’ awareness of several attributes
Essays on Social Conformity: Behavioural Game Theory Models and Experiment
Human conduct is often guided by conformist preferences, with "conformity" being the act of changing one's behaviour to match the purported beliefs of others. Informal norms regulating human behaviour play a crucial role in directing people's expectations, thereby favouring uniformity of behaviour. This thesis develops such insights by exploring the conditions for different categories of norms to be in operation. The first essay [Chapter 1] considers the motive that drives players when facing a problem of coordinating one another's actions for their mutual benefit. Chapter 1 suggests that for a "convention" (i.e.: a solution to a coordination game with multiple equilibria) to be in operation, conformity is dependent on the states one is aware of, that is, the specifications of the contingencies that each player perceives in the context of a given game. The second essay [Chapter2] focuses on the motivation that makes people comply with default rules of behaviour when facing a social dilemma (i.e.: a "mixed-motive" game). Chapter 2 suggests that individuals may feel guilt at violating a norm, and this painful emotion generates conformity under precisely stated conditions. The essay models a "norm" as a rule that dictates a set of strategy profiles: it is assumed that players hold a conjecture about the active player's norm- complying actions; a norm-driven decision maker is then modelled as a player with conformist preferences whose utility function is a linear combination of material and psychological payoffs. The third essay [Chapter3] provides an experimental test for conformist motivations by investigating the extent to which the peers' behaviour (as presumed by other players) serves the individual as a means to guiding her actions. Specifically, the experiment of Chapter 3 is designed to measure the impact of the beliefs of players in the same role on behaviour; the data show evidence of conformity being present.EThOS - Electronic Theses Online ServiceGBUnited Kingdo
A Dynamic Model of Belief-Dependent Conformity to Social Norms
Human conduct is often guided by “conformist preferences”, which thrive on behavioral expectations within a society, with conformity being the act of changing one’s behavior to match the purported beliefs of others. Despite a growing research line considering preferences for a fair outcome allocation, economic theories do not explain the fundamental conditions for some social norm – whether of fairness or not – to be followed. Inspired by Bicchieri’s account of norms (C.Bicchieri, The Grammar of Society. CambridgeUP [2006]), I develop a behavioral theory of norm conformity building on the Battigalli-Dufwenberg “psychological” framework (P.Battigalli and M.Dufwenberg, Dynamic Psychological Games, J.Econ.Theory, 144:1-35 [2009])
A Dynamic Model of Belief-Dependent Conformity to Social Norms
Human conduct is often guided by “conformist preferences”, which thrive on behavioral expectations within a society, with conformity being the act of changing one’s behavior to match the purported beliefs of others. Despite a growing research line considering preferences for a fair outcome allocation, economic theories do not explain the fundamental conditions for some social norm – whether of fairness or not – to be followed. Inspired by Bicchieri’s account of norms (C.Bicchieri, The Grammar of Society. CambridgeUP [2006]), I develop a behavioral theory of norm conformity building on the Battigalli-Dufwenberg “psychological” framework (P.Battigalli and M.Dufwenberg, Dynamic Psychological Games, J.Econ.Theory, 144:1-35 [2009])
Conformist Preferences in Mixed-Motive Games
We examine a novel class of conformist preferences which falls within the realm of belief-dependent motivations in that the peers’ expectations about others’ behavior may affect every group-member’s welfare. Similar other-regarding motivations, like guilt-aversion, have been inferred from evidence of a belief-behavior correlation but the issue of causality has been disputed. In examining conformism we propose a design that verifies the presence of the relevant causality direction while ruling out alternative other-regarding motivations. Our data reveal “self-servingly conformist” behavior in that subjects choose to match their strategy to the peers’ expectations when it is in their interest to do so
Conformist Preferences in Mixed-Motive Games
We examine a novel class of conformist preferences which falls within the realm of belief-dependent motivations in that the peers’ expectations about others’ behavior may affect every group-member’s welfare. Similar other-regarding motivations, like guilt-aversion, have been inferred from evidence of a belief-behavior correlation but the issue of causality has been disputed. In examining conformism we propose a design that verifies the presence of the relevant causality direction while ruling out alternative other-regarding motivations. Our data reveal “self-servingly conformist” behavior in that subjects choose to match their strategy to the peers’ expectations when it is in their interest to do so
Strategic Problems with Risky Prospects
We study “hypothetical reasoning” in games where the impact of risky prospects (chance moves with commonly-known conditional probabilities) is compounded by strategic uncertainty. We embed such games in an environment that permits us to verify if risk-taking behavior is affected by information that reduces the extent of strategic uncertainty. We then test some implications of expected utility theory, while making minimal assumptions about individuals’ (risk or ambiguity) attitudes. Results indicate an effect of the information on behavior: this effect is triggered in some cases by a belief-revision about others’ actions, and in other cases by a reversal in risk preferences