对机器的愤怒:一个烧钱的实地实验

IF 0.7 Q3 ECONOMICS
Muhammad Ryan Sanjaya
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引用次数: 0

摘要

目的-本研究调查了反社会行为,参与者做出的回报破坏决定(“烧钱”)是有条件的共同参与者是人还是计算机。方法:本研究以居住在澳大利亚的印尼公民为研究对象,进行了欢乐毁灭小游戏实验。回归方法用于观察歧视是否发生,并确定与反社会行为相关的因素。研究结果:这项研究发现,针对电脑的烧钱行为比针对人类的烧钱行为更为普遍。这种行为与人口特征或主观规范相关的支持非常有限,这表明计算机共同参与者的存在驱动了结果。启示-研究结果对实验经济学有方法论上的启示,实验者应该预测电脑玩家可能对人类行为产生不可预见的影响。政策方面,研究显示了一个相对有凝聚力的社区,这可能是由澳大利亚的多元文化政策推动的。独创性——这是第一个将计算机作为潜在共同参与者的反社会行为经济学实验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Rage against the machine: A money-burning field experiment
Purpose ― This study investigates antisocial behaviour where participants made payoff destruction decisions (“money burning”) that are conditional on the co-participant being a human or a computer. Methods ― This study uses the joy-of-destruction minigame experiment with Indonesian citizens living in Australia as the participants. Regression methods are used to observe whether discrimination occurs and to identify factors associated with antisocial behaviour. Findings ― This study finds money burning against the computer to be more prevalent than against humans. There was very limited support that such behaviour was correlated with demographic characteristics or subjective norms, suggesting that the presence of a computer co-participant drives the result. Implications ― The results have a methodological implication for experimental economics where experimenters should anticipate that computer players may have an unforeseen impact on human behaviour. Policy-wise, the study shows a relatively cohesive community which may be driven by the multicultural policy of Australia. Originality ― This is the first antisocial behaviour economics experiment that includes a computer as a potential co-participant.
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来源期刊
自引率
20.00%
发文量
21
审稿时长
12 weeks
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