Antoni Bosch-Domenech, Jose Garcia-Montalvo, Rosemarie Nagel, Albert Satorra
Cited by*: 42 Downloads*: 14

"Beauty-contest is a game in which participants have to choose, typically, a number in [0,100], the winner being the person whose number is closest to a proportion of the average of all chosen numbers. We describe and analyze Beauty-contest experiments run in newspapers in UK, Spain, and Germany and find stable patterns of behavior across them, despite the uncontrollability of these experiments. These results are then compared with lab experiments involving undergraduates and game theorists as subjects, in what must be one of the largest empirical corroborations of interactive behavior ever tried. We claim that all observed behavior, across a wide variety of treatments and subject pools, can be interpreted as iterative reasoning. Level-1 reasoning, Level-2 reasoning and Level-3 reasoning are commonly observed in all the samples, while the equilibrium choice (Level-Maximum reasoning) is only prominently chosen by newspaper readers and theorists. The results show the empirical power of experiments run with large subject-pools, and open the door for more experimental work performed on the rich platform offered by newspapers and magazines."
Antoni Bosch-Domenech, Jose Garcia-Montalvo, Rosemarie Nagel, Albert Satorra
Cited by*: 0 Downloads*: 12

This paper develops a finite mixture distribution analysis of Beauty-Contest data obtained from diverse groups of experiments. ML estimation using the EM approach provides estimates for the means and variances of the component distributions, which are common to all the groups, and estimates of the mixing proportions, which are specific to each group. This estimation is performed without imposing constraints on the parameters of the composing distributions. The statistical analysis indicates that many individuals follow a common pattern of reasoning described as iterated best reply (degenerate), and shows that the proportions of people thinking at different levels of depth vary across groups.
Abigail Barr, Jose Garcia-Montalvo, Magnus Lindelow, Pieter Serneels
Cited by*: 4 Downloads*: 11

We explore the value of the strategy method to field experimentalists. Specifically, we demonstrate that, while the method may lead to reductions in subject understanding, it also generates valuable insights. We played the Third Party Punishment Game and the Generalized Trust Game with Ethiopian medical and nursing students applying the strategy method to the responding role in each case. Then, making use of two proxy measures for the students` cognitive abilities, we investigate the relationship between strategy-type choices and subject understanding. Thus, we find support for the assertion that apparently random and internally inconsistent strategies are symptomatic of problems of cognition. We also find support for the often, implicitly made assumption that, in BDM-type trust games, the ratio of what is returned to what is sent is an appropriate focus for comparative analyses of responder behaviour. Finally, we find evidence that an observed difference in third party punishing behaviour between Swiss and Ethiopian students is due, not to misunderstanding, but to variations in what is perceived as punishable. Our results lead us to conclude that the strategy method is of considerable value in Third Party Punishment Games, but need not be routinely applied in BDM-type trust games.
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