在公共产品博弈中,策略方法有混淆混淆与有条件合作的社会偏好的风险

IF 0.6 Q4 ECONOMICS
Games Pub Date : 2022-10-25 DOI:10.3390/g13060069
M. Burton-Chellew, Victoire D'Amico, Claire Guérin
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引用次数: 2

摘要

策略方法通常用于公共产品游戏,根据群体成员的合作水平来衡量个人的合作意愿(有条件合作)。然而,尽管这种策略方法信息丰富,但它有可能将混乱与对公平结果的渴望混为一谈,其表现可能会导致有条件合作水平的提高。这一问题在之前的两项研究中得到了强调,该研究发现,即使在那些与计算机化群体成员分组的人之间,策略方法也可以检测到同等程度的合作,这表明了困惑或非理性的反应。然而,这些研究没有使用大样本(n=40或72),只让参与者与计算机化的小组成员一起完成一次策略方法,防止参与者内部的比较。相比之下,在这里,845名参与者完成了两次策略方法,一次是与人类一起完成的,另一次是计算机化的同伴。我们的研究目的有两个:(1)在各种呈现条件下,用大样本检查先前结果的稳健性;以及(2)使用参与者内部设计来根据参与者在两个场景中的行为对他们进行分类。理想情况下,一个干净可靠的条件合作衡量标准是参与者有条件地与人类合作,而不是与计算机合作。令人担忧的是,只有7%的参与者符合这一标准。总体而言,83%的参与者与计算机合作,对计算机的平均贡献是对人类的89%。这些结果对各种呈现和秩序效应都很有力,对社会偏好的衡量提出了严重的担忧,并对人类合作是出于对平等结果的关注这一观点提出了质疑。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Strategy Method Risks Conflating Confusion with a Social Preference for Conditional Cooperation in Public Goods Games
The strategy method is often used in public goods games to measure an individual’s willingness to cooperate depending on the level of cooperation by their groupmates (conditional cooperation). However, while the strategy method is informative, it risks conflating confusion with a desire for fair outcomes, and its presentation may risk inducing elevated levels of conditional cooperation. This problem was highlighted by two previous studies which found that the strategy method could also detect equivalent levels of cooperation even among those grouped with computerized groupmates, indicative of confusion or irrational responses. However, these studies did not use large samples (n = 40 or 72) and only made participants complete the strategy method one time, with computerized groupmates, preventing within-participant comparisons. Here, in contrast, 845 participants completed the strategy method two times, once with human and once with computerized groupmates. Our research aims were twofold: (1) to check the robustness of previous results with a large sample under various presentation conditions; and (2) to use a within-participant design to categorize participants according to how they behaved across the two scenarios. Ideally, a clean and reliable measure of conditional cooperation would find participants conditionally cooperating with humans and not cooperating with computers. Worryingly, only 7% of participants met this criterion. Overall, 83% of participants cooperated with the computers, and the mean contributions towards computers were 89% as large as those towards humans. These results, robust to the various presentation and order effects, pose serious concerns for the measurement of social preferences and question the idea that human cooperation is motivated by a concern for equal outcomes.
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来源期刊
Games
Games Decision Sciences-Statistics, Probability and Uncertainty
CiteScore
1.60
自引率
11.10%
发文量
65
审稿时长
11 weeks
期刊介绍: Games (ISSN 2073-4336) is an international, peer-reviewed, quick-refereeing open access journal (free for readers), which provides an advanced forum for studies related to strategic interaction, game theory and its applications, and decision making. The aim is to provide an interdisciplinary forum for all behavioral sciences and related fields, including economics, psychology, political science, mathematics, computer science, and biology (including animal behavior). To guarantee a rapid refereeing and editorial process, Games follows standard publication practices in the natural sciences.
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