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It is traditional in experimental games to allow participants to choose only actions or possibly communicate intended play. In sequential two-person games, we require first movers to express a preference between responder choices. We find that responder behavior differs substantially according...
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We investigate the role that self-control problems — modeled as time-inconsistent, present-biased preferences —and a person’s awareness of those problems might play in leading people to develop and maintain harmful addictions. Present-biased preferences create a tendency to...
Persistent link: https://www.econbiz.de/10011131483
We develop a model that fleshes out, extends, and modifies existing models of reference dependent preferences and loss aversion while accomodating most of the evidence motivating these models. Our approach makes reference-dependent theory more broadly applicable by avoiding some of the ways that...
Persistent link: https://www.econbiz.de/10011131484
There is evidence that people do not fully take into account how other people’s actions are contingent on these others’ information. This paper defines and applies a new equilibrium concept in games with private information, "cursed equilibrium", which assumes that each player correctly...
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People underappreciate how their own behavior and exogenous factors affect their future utility, and thus exaggerate the degree to which their future preferences resemble their current preferences. We present evidence which demonstrates the prevalence of such projection bias, and develop a...
Persistent link: https://www.econbiz.de/10010843374