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Collective-action problems arise when private actions generate common consequences; for example, the private provision of a public good. This article asks: what shapes of public-good production function work well when play evolves over time, and hence moves between equilibria? Welfare-maximising...
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Data from three bargaining games - the Dictator Game, the Ultimatum Game, and the Third-Party Punishment Game - played in 15 societies are presented.  The societies range from US undergraduates to Amazonian, Arctic, and African hunter-gatherers.  Behaviour within the games varies markedly...
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During the Bretton Woods era, OECD countries grew at historically unprecedented rates. This Golden Age has many possible explanations, ranging from the return to liberal policies in international trade to a backlog of profitable growth opportunities after the neglect of the 1930s and war-time...
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In a collective-action game a player`s payoff is the sum of (i) a private component that depends only on that player`s action, and (ii) a public component, common to all players and dependent upon all actions. A classic application is the private provision of a public good. Play evolves:...
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A public good is produced if and only if a team of m or more volunteers contribute to it. An equilibrium-selection problem leads to the questions: will collective action succeed? If so, who will participate in the team? The paper studies the evolution of collective action: as part of a...
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This paper studies collective-action games in which the production of a public good requires teamwork. A leading example is a threshold game in which provision requires the voluntary participation of "m "out of "n "players. Quantal-response strategy revisions allow play to move between...
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