随着时间的推移,收入的稀缺性和可预测性:实验游戏作为研究消费平滑的一种方式

IF 2.1 Q3 BUSINESS
H. Kappes, R. Campbell, Andrew Ivchenko
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引用次数: 1

摘要

消费者研究通常考察离散的财务决策。这些衡量标准无法提供长期行为的信息,比如消费平滑度,即人们在高收入和低收入时期持续消费的程度。我们开发了一个多轮博弈来研究消费平滑,并测试了关于初始资源稀缺性和收入可预测性的假设。玩这款游戏的博物馆游客的年龄范围很广(6-80岁以上,N= 2104),而在线参与者(N= 1294)则是预先注册的部分复制。当参与者拥有丰富而不是稀缺的初始资源时,他们在游戏中的花费会更顺利,当他们在可预测的时间表上获得收入时尤其如此。当收入不可预测时,最初的稀缺性不会影响业绩。我们讨论了关于稀缺效应的理论化的含义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Scarcity and Predictability of Income over Time: Experimental Games as a Way to Study Consumption Smoothing
Consumer research typically examines discrete financial decisions. These measures are uninformative about behavior over time, like consumption smoothing, the extent to which people spend consistently across periods of high and low income. We developed a multiround game to study consumption smoothing and tested hypotheses about initial resource scarcity and the predictability of income. The game was played by museum visitors across a wide age range (6–80+, N=2,104) and by online participants (N=1,294) in a preregistered partial replication. Participants spent their money in the game more smoothly over the multiple rounds when they had abundant rather than scarce initial resources, and this was particularly true when they received income on a predictable schedule. When income was unpredictable, initial scarcity did not hurt performance. We discuss implications for theorizing about the effects of scarcity.
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来源期刊
Journal of the Association for Consumer Research
Journal of the Association for Consumer Research Economics, Econometrics and Finance-Economics and Econometrics
CiteScore
4.60
自引率
7.70%
发文量
54
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