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Fiduciaries abound in health care. Employers pretend they can act in the best interests of employees when maintaining health plans – even though they pay (directly or indirectly) for claims against those plans. Physicians pretend they can act in the best interests of patients – even when hospitals and group practices pressure them to see more patients and spend less time with them, and even though physicians and their employers are incentivized to order expensive tests and procedures. But what if, instead of ignoring these conflicts of interest, the American healthcare system abandoned the fiduciary fallacy?
Building on recent scholarship showing that targeted legislation, regulation, and self-policing – rather than broad fiduciary duties – better manage these conflicts, I use game theory to analyze different scenarios relating to the financing and provision of health care involving two actors – a provider and a payor. For this analysis, I assume that the actors are rational and behave in their own self-interest until constrained by external rules and social and professional norms. My goal is to advance this scholarship by arguing that broad fiduciary duties are inadequate to address conflicts in our healthcare system, while also proposing paths forward.
Bargaining scholars predict rapid power shifts cause preventive war. But cases with rapidly shifting power often remain peaceful. To explain the dogs that don’t bark, we introduce instant, repeated, costly militarization into Powell’s (1999) conventional-weapons power transition model. First, we rationalize preventive war during long, slow, complete-information power shifts. Second, we find that where past research into conventional shifts predicts war, a grand bargain backed by the decliner’s threat of war emerges as a second equilibrium. Because war and a grand bargain both prevent power from shifting, declining powers deploy them under the same conditions. Our grand bargain survives war-causing hazards, and some latent shifts. It occurs after incremental militarization causes repeated appeasement-like concessions, and when power shifts are instant, slow or fast, and perfectly observed; suggesting conventional shifts induce grand bargains under surprising conditions. The Great Game’s end fits our grand bargain, but that British elites seriously considered war.
Learning models predict that the relative speed at which players in a game adjust their behavior has a critical influence on long term behavior. In an ultimatum game, the prediction is that proposers learn not to make small offers faster than responders learn not to reject them. We experimentally test whether relative speed of learning has the predicted effect, by manipulating the amount of experience accumulated by proposers and responders. The experiment allows the predicted learning by responders to be observed, for the first time.
This paper examines the Dirty Faces problem as a Bayesian game. The equilibrium in the general form of the game requires the extreme assumption of common knowledge of rationality. However, for any finite number of players, the exact number of steps of iterated rationality necessary for the equilibrium to arise depends on the number of players of a particular type, allowing the game to be used to bound the number of steps satisfied by actual players. The game differs from other games used to study iterated rationality in that all players are better off when common knowledge of rationality is satisfied. While behavior in experiments is inconsistent with the game-theoretic prediction at the group level, individual level behavior shows a greater degree of consistency with theory and with previous results on iterated rationality. Finally, there is some evidence of learning in repeated play.
Almost every week national elections are held somewhere in the world. Many more elections take place at federal and local levels of government. Surely, these are important events to many of us. This thesis aims at providing a better understanding of why and how people vote in elections.
Three original modifications of Palfrey and Rosenthal's (1983) participation game are used to study voter turnout theoretically and experimentally. In the basic game, each voter supports (i.e., prefers) one of two exogenous candidates and privately decides between voting at a cost and abstaining (without costs). The candidate who receives more votes wins the election (ties are broken randomly) and each supporter of this candidate receives an equal reward, independent of whether or not she voted.
The first study (published in the American Political Science Review 100, pp. 235248) analyzes the effects of social embeddedness on turnout, assuming that voters may be influenced by observing the decisions of other voters around them (e.g., a family or working place). Our experimental results show that the social context matters: this information increases turnout by more than 50%. The increase is greater when neighbors support the same candidate rather than when they support opponents.
The second study investigates the effects of public opinion polls on voter turnout and welfare. Poll releases resolve uncertainty about the level of support for each candidate caused by ‘floating’ voters, whose preferences change across elections. This information increases turnout in the laboratory by 28-34%, depending on the fraction of floating voters in the electorate. If polls indicate equal levels of support for both candidates—in which case aggregate benefits for society are not affected by the outcome—welfare decreases substantially due to costs from excessive turnout.
In the final study, elections are preceded by the competition between two candidates: they simultaneously announce binding policy offers in which some voters can be favored at the expense of others through inclusion and exclusion in budget expenditure (Myerson 1993). We observe that policy offers include 33% more voters—yielding a smaller budget share for each—when voting is compulsory rather than voluntary. Moreover, we find evidence of political bonds between voters and long-lived parties.
Overall, in all three experiments many subjects strongly react to economic incentives (i.e., benefits, costs, and informational clues), often in line with what is observed outside of the laboratory.
This article investigates the use of standard econometric models for quantal choice to study equilibria of extensive form games. Players make choices based on a quantal-choice model and assume other players do so as well. We define an agent quantal response equilibrium (AQRE), which applies QRE to the agent normal form of an extensive form game and imposes a statistical version of sequential rationality. We also define a parametric specification, called logit-AQRE, in which quantal-choice probabilities are given by logit response functions. AQRE makes predictions that contradict the invariance principle in systematic ways. We show that these predictions match up with some experimental findings by Schotter et al. (1994) about the play of games that differ only with respect to inessential transformations of the extensive form. The logit-AQRE also implies a unique selection from the set of sequential equilibria in generic extensive form games. We examine data from signaling game experiments by Banks et al. (1994) and Brandts and Holt(1993). We find that the logit-AQRE selection applied to these games succeeds in predicting patterns of behavior observed in these experiments, even when our prediction conflicts with more standard equilibrium refinements, such as the intuitive criterion. We also reexamine data from the McKelvey and Palfrey (1992) centipede experiment and find that the AQRE model can account for behavior that had previously been explained in terms of altruistic behavior.
We experimentally investigate whether individuals can reliably detect cooperators (the nice(r) people) in an anonymous decision environment involving “connected games.” Participants can condition their choices in an asymmetric prisoners’ dilemma and a trust game on past individual (their partner's donation share to a self-selected charity) and social (whether their partner belongs to a group with high or low average donations) information. Thus, the two measures of niceness are the individual donation share in the donation task, and the cooperativeness of one's choice in the two games. We find that high donors achieve a higher-than-average expected payoff by cooperating predominantly with other high donors. Group affiliation proved to be irrelevant.
In a dyadic game, strategic asymmetric dominance occurs when a player's preference for one strategy A relative to another B is systematically increased by the addition of a third strategy Z, strictly dominated by A but not by B. There are theoretical and empirical grounds for believing that this effect should decline over repetitions, and other grounds for believing, on the contrary, that it should persist. To investigate this question experimentally, 30 participant pairs played 50 rounds of one symmetric and two asymmetric 3 × 3 games each having one strategy strictly dominated by one other, and a control group played 2 × 2 versions of the same games with dominated strategies removed. The strategic asymmetric dominance effect was observed in the repeated-choice data: dominant strategies in the 3 × 3 versions were chosen more frequently than the corresponding strategies in the 2 × 2 versions. Time series analysis revealed a significant decline in the effect over repetitions in the symmetric game only. Supplementary verbal protocol analysis helped to clarify the players’ reasoning and to explain the results.
The “collective action problem” describes situations where each person in a group can individually profit more by withholding contributions to group goals. However, if all act in their material self-interest no public good is produced and all are worse off. I present a new solution to the collective action problem based on status. I argue that contributions to collective action increase an individual's status in the group because contributions create perceptions of high group motivation, defined as the relative value an individual places on group versus individual welfare. Individuals are predicted to receive a variety of social and material benefits for their contributions to the group. These rewards can help explain why individuals contribute to collective action.
Four laboratory studies tested the theory. In Study 1, following interaction in a 6- person public goods game, participants reported viewing higher contributors as more group motivated and higher status. Higher contributors also wielded more interpersonal influence in task interactions with participants. Participants also cooperated with higher contributors more, and allocated greater altruism to them in a Dictator game. Study 2 addressed an exchange-theoretic alternative explanation for the findings of Study 1, showing that observers of collective action who did not benefit from higher contributors’ contributions to the public good, nonetheless rated them as higher status, cooperated with them more, and gave them greater altruistic gifts. These results show that collective action contributors can earn social and material benefits even outside the group.
Study 3 more directly tested the mediating role of group motivation. Contributors who sacrificed a greater proportion of resources for the collective action were rated as more group motivated and higher status than a moderate proportional contributor, even though the amounts they contributed were the same. These findings support the theory, and underscore the significance of self-sacrifice in the acquisition of status in collective action.
Study 4 investigated the effects of status rewards on contributors’ behavior towards and perceptions of the group. Participants who received positive status feedback for their contributions subsequently contributed more than those who did not. Rewarded participants also identified more with the group and saw it as having greater solidarity and cohesion. I conclude by discussing theoretical implications and future research.
This paper reports an experiment to determine whether subjects will learn to stop using a strictly dominated strategy that can be an above average reply. It is difficult to find an experimental design that eliminates the play of the strictly dominated strategy completely. The least effective treatment used money to motivate behavior directly. The most effective treatment used a binary-lottery with money prizes to induce preferences, but even this treatment required giving subjects plenty of experience. Doing so reduced the play of the strictly dominated strategy to around 10 percent by the end of a session. There is no evidence for the explosive cycling needed to make the strictly dominated strategy an above average reply.
This paper studies the role of strategic teaching in coordination games and whether changing the incentives of players to teach leads to more efficient coordination. We ran experiments where subjects played one of four coordination games in constant pairings, where the incentives to teach were varied along two dimensions— the short run cost of teaching and the long run benefit to teaching. We show which aspects of the game lead subjects to adopt long run teaching strategies, and show that subjects try to manipulate their opponent's actions to pull them out of a situation of coordination failure. We also show that extending a model of decision making by introducing a forward-looking component helps to track teachers’ behaviour more accurately, and describes the way players behave in a more unified way across both teachers and learners.
In this paper, we use experimental data to study players’ stability in normal-form games where subjects have to report beliefs and choose actions. Subjects saw each of 12 games four times in a regular or isomorphic form spread over two days without feedback. We document a high degree of stability within the same (strategically equivalent) game, although time and changes in the presentation of the game do lead to less stability. To look at stability across different games, we adopt the level-k theory, and show that stability of both beliefs and actions is significantly lower. Finally, we estimate a structural model in which players either apply a consistent level of reasoning across strategically different games, or reasoning levels change from game to game. Our results show that approximately 23% of subjects apply a consistent level of reasoning across the 12 games, but that they assign a low level of sophistication to their opponent. The remaining 77% apply different levels of reasoning to different games. We show that this may be due to subjects being attracted to the action with the highest possible payoff.
In certain markets success may depend on how well participants anticipate the behavior of other participants who have varying amounts of experience. Understanding if and how people's behavior depends on competitors’ level of experience is important since in most markets participants have varying amounts of experience. Examining data from two new experimental studies similar to the beauty contest game first studied by Nagel (1995), the results indicate that (1) players with no experience behave the same against competitors with and without experience but (2) players quickly learn to condition their behavior on competitors’ experience level, causing (3) behavior to stop moving toward the equilibrium whenever new players enter the game and (4) experienced players to earn more money than less experienced players. The paper discusses the implications of the results for understanding and modeling behavior in markets in which participants have different amounts of experience.
Moral condemnation of hypocrisy is both ubiquitous and peculiar. Its incessant focus on word–action consistency gives rise to two properties that distinguish it from other types of moral judgment: non-additivity and content independence. Non-additivity refers to the fact that, in judgments of hypocrisy, good words do not offset bad actions, nor do good actions offset bad words. Content independence refers to the fact that we condemn hypocrisy regardless of whether we would condemn the words or actions in isolation from one another. To make sense of these peculiar properties, we present a costly signaling model of social cooperation, in which hypocrisy norms allow a separating equilibrium to emerge, thus facilitating reliable communication and higher levels of social trust. We compare our functionalist account of hypocrisy to other philosophical accounts, arguing that a functionalist analysis better illuminates our moral practices and public discourse.
This chapter of the handbook highlights that, for successful social living, humans’ capacity to be prosocial had to surpass their capacity for selfish and harmful behavior. The authors provide an overview of the scientific study of prosocial capacities, with a focus on experimental research. Summarizing extensive work in laboratory paradigms of behavioral economics and social psychology, the authors document a strong human tendency toward behaving prosocially. They then briefly examine the phylogenetic and developmental origins of behaving prosocially and its different motives, such as reputational concerns and caring for others, as well as emotions that facilitate prosocial behavior, such as empathy or guilt. The authors also summarize insights from cognitive neuroscience on the brain networks that undergird prosocial behavior. They close with a call for more naturalistic experimental paradigms and the consideration of temporal dynamics of prosocial behavior.
I focus on how, for me, big questions such as, “How can we tell whether something is true?” were funneled by haphazard influences into specific interests. Classes on logic got me interested in the origins of concepts. Contact with Piaget’s theory of concept acquisition added a developmental dimension. Wondering about the meaning of words led to the problems of opaque contexts like belief reports. A brush with artificial intelligence made me focus on the distinction between implicit and explicit mental representations and consciousness. My thesis supervisor’s expertise in game theory led me to explore children’s perspective-taking. Work with Heinz Wimmer on the false belief task got me firmly entrenched in theory of mind research, focusing on simulation theory as its main opponent. And to get beyond documenting children’s flourishing achievements I turned to mental files theory to understand how perspectival thinking grows from our basic ability to think about objects.
We run an eye-tracking experiment to investigate whether players change their gaze patterns and choices after they experience alternative models of choice in one-shot games. In phase 1 and 3, participants play 2 × 2 matrix games with a human counterpart; in phase 2, they apply specific decision rules while playing with a computer with known behavior. We classify participants in types based on their gaze patterns in phase 1 and explore attentional shifts in phase 3, after players were exposed to the alternative decision rules. Results show that less sophisticated players, who focus mainly on their own payoffs, change their gaze patterns towards the evaluation of others’ incentives in phase 3. This attentional shift predicts an increase in equilibrium responses in relevant classes of games. Conversely, cooperative players do not change their visual analysis. Our results shed new light on theories of bounded rationality and on theories of social preferences.
Most economic experiments designed to test theories carefully choose specific games. This paper reports on an experimental design to evaluate how well the minimax hypothesis describes behavior across a population of games. Past studies suggest that the hypothesis is more accurate the closer the equilibrium is to equal probability play of all actions, but many differences between the designs makes direct comparison impossible. We examine the minimax hypothesis by randomly sampling constant sum games with two players and two actions with a unique equilibrium in mixed strategies. Only varying the games, we find behavior is more consistent with minimax play the closer the mixed strategy equilibrium is to equal probability play of each action. The results are robust over all iterations as well as early and final play. Experimental designs in which the game is a variable allow some conclusions to be drawn that cannot be drawn from more conventional experimental designs.
Chapter 3 presents localized peace enforcement theory. It first discusses the challenges facing individuals involved in a communal dispute. Reflecting on these obstacles to peaceful dispute resolution, the chapter outlines a formal micro-level theory of dispute escalation between two individuals from different social groups who live in the same community. It explains how international intervention shapes escalation dynamics. The chapter then shifts the focus to local perceptions of intervener impartiality, which the theory posits are a key determinant of whether a UN intervention succeeds in preventing the onset of violence. The identifies the importance of multilateralism, diversity, and the nonuse of force as critical factors shaping local perceptions and, as a result, UN peacekeeping effectiveness. Critically, the theory does not suggest that UN peacekeepers will always succeed, or that all kinds of UN peacekeepers will succeed. Indeed, perceptions of UN peacekeepers vary depending on the troop-contributing country and the identity of the civilians involved in the dispute. The chapter closes with a discussion of the most important hypotheses derived from the theory.
In this study, we examine the interactions among elections by considering two parties competing in simultaneous elections, where each party fields candidates in every election. We model these interactions through voters’ utility functions, influenced not just by the policies proposed in a specific election but also by those in concurrent elections. The benchmark result indicates that all candidates adopt positions more polarized than those predicted by the Calvert–Wittman model. This shift occurs because candidates leverage the policy stance of their counterparts in co-partisan elections to pursue policies more aligned with their preferences. In multidistrict elections, candidates from areas with strong ideological leanings deviate further from the median voter's stance at the national level. Moreover, this interaction effect may select candidates with more extreme ideology into the local elections.