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We build a model studying the effect of an economy's potential for social learning on the adoption of innovations of uncertain quality. Assuming consumers are forward-looking (i.e., recognize the value of waiting for information), we analyze how qualitative and quantitative features of the...
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Gry komputerowe (wideo) stają się coraz bardziej popularnym sposobem na relaks, a nawet na podtrzymanie stosunków społecznych z innymi ludźmi. Nie służą one jednak już tylko rozrywce. Potraktowane jako środek masowego przekazu stają się źródłem dochodów, wiedzy i problemów...
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We examine how word-of-mouth learning may lead to uniform and possibly inefficient actions in finite time among a network of agents. In our model, agents are identically informed a priori and observe network neighbors’ actions as well as the payoffs of some or all of those actions (a...
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In this paper we discuss the diffusion of serious games and present reasons for why Rogers’ traditional approach is limited in this context. We present an alternative overview through the characteristics of relative advantage, compatibility, complexity, trialability, and observability, that...
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We propose a political theory for the slow adoption of technology in sports and other contests. We investigate players' preferences for new technology that improves contest accuracy. Modeling accuracy as the elasticity of "production" in a standard Tullock contest, we show that players may be...
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