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Evolutionary explanations of anger as a commitment device hinge on two key assumptions. The first is that it is observable ex-ante whether someone will get angry when feeling badly treated. The second is that anger is associated with destructive behavior. We test the validity of these...
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We investigate how different forms of scrutiny affect dishonesty, using Gneezy's (2005) deception game. We add a third player whose interests are aligned with those of the sender. We find that lying behavior is not sensitive to revealing the sender's identity to the observer. The option for...
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Self-administered rewards are ubiquitous. They serve as incentives for personal accomplishments and are widely recommended to increase personal motivation. We show that in a model with time-inconsistent and reference-dependent preferences, self-rewards can be a credible and effective tool to...
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We provide experimental evidence on the ability to detect deceit in a buyer-seller game with asymmetric information. Sellers have private information about the buyer's valuation of a good and sometimes have incentives to mislead buyers. We examine if buyers can spot deception in face-to-face...
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We study the role of communication in a high stakes prisoner's dilemma, using data from a television game show. 40 Percent of the players voluntarily promise to cooperate, and these players are 50 percentage points more likely to cooperate than players who do not volunteer a promise. However,...
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