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Dissertation

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chriscandreva
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© All Rights Reserved
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Available Formats
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ESSAYS IN EXPERIMENTAL METHODOLOGY

by

Christopher James Waldron Candreva

__________________________
Copyright © Christopher James Waldron Candreva 2019

A Dissertation Submitted to the Faculty of the

DEPARTMENT OF ECONOMICS

In Partial Fulfillment of the Requirements

For the Degree of

DOCTOR OF PHILOSOPHY

In the Graduate College

THE UNIVERSITY OF ARIZONA

2019
THE UNIVERSITY OF ARIZONA
GRADUATE COLLEGE

As members of the Dissertation Committee, we certify that we have read the dissertation
prepared by Christopher James Waldron Candreva, titled Essays in Experimental Methodology
and recommend that it be accepted as fulfilling the dissertation requirement for the Degree of
Doctor of Philosophy.

fake
_________________________________________________________________ 6/14/19
​Date: ____________
​[Committee Chair Name] Julian Romero

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​_________________________________________________________________
____________
​[Committee Member Name] Martin Dufwenbaot
​ ​ ate:
D 6/16/19



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​ _________________________________________________________________
____________
​ ​ ate:
D 61,7/19
​ ​[Committee Member Name]
Charles Moussa ' r


Final approval and acceptance of this dissertation is contingent upon the candidate’s submission
​ copies of the dissertation to the Graduate College.
of the final
​ ​ ​
I hereby certify that I have read this dissertation prepared under my direction and recommend
that it be​ accepted as fulfilling the dissertation requirement.

2
Acknowledgements

I would like to thank the Economics Science Laboratory at the University of


Arizona for providing me with both the funding to run my experiments, and a venue
to run them in. I would like to thank my Advisor Julian Romero for assisting me
with the code necessary to run my experiments, for the advice he gave me about how
to implement my ideas, and for the necessary funding to complete these projecst.
Additional Thanks to Charles Noussair and Martin Dufwenberg for their insights
and feeback. Finally I like to thank all the faculty, students and presenters at the
University of Arizona that allowed me to bounce ideas off of them, which in turn
helped me to come to the formal conclusions that I present here in this dissertation.
Your help has been invaluable.

3
Contents

List of Figures 6

List of Tables 7

Abstract 10

Chapter 1 Long Horizon Repeated Games 12


1.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
1.2 Theoretical Background . . . . . . . . . . . . . . . . . . . . . . . . 16
1.3 Experimental Design . . . . . . . . . . . . . . . . . . . . . . . . . 19
1.3.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
1.3.2 Random Termination . . . . . . . . . . . . . . . . . . . . . 21
1.3.3 Discounted . . . . . . . . . . . . . . . . . . . . . . . . . . 21
1.3.4 Hypotheses . . . . . . . . . . . . . . . . . . . . . . . . . . 23
1.4 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
1.5 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

Chapter 2 Risk and Repeated Games 39


2.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
2.2 Theoretical Background . . . . . . . . . . . . . . . . . . . . . . . . 43
2.3 Experimental Design . . . . . . . . . . . . . . . . . . . . . . . . . 46
2.3.1 Risk Elicitation Tasks . . . . . . . . . . . . . . . . . . . . . 47

4
2.3.2 Repeated Games . . . . . . . . . . . . . . . . . . . . . . . 51
2.3.3 Hypotheses . . . . . . . . . . . . . . . . . . . . . . . . . . 55
2.4 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
2.4.1 Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
2.4.2 Patterns of Play . . . . . . . . . . . . . . . . . . . . . . . . 63
2.5 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68

Chapter 3 Multi-Media Learning and Experimental Economics In-


structions 70
3.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
3.2 Experimental Design . . . . . . . . . . . . . . . . . . . . . . . . . 74
3.2.1 Pre and Post Experiment Tasks . . . . . . . . . . . . . . . . 74
3.2.2 BDM Mechanism . . . . . . . . . . . . . . . . . . . . . . . 80
3.2.3 Hypotheses . . . . . . . . . . . . . . . . . . . . . . . . . . 83
3.3 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
3.3.1 First Market . . . . . . . . . . . . . . . . . . . . . . . . . . 86
3.3.2 All Markets . . . . . . . . . . . . . . . . . . . . . . . . . . 90
3.3.3 Learning from Markets . . . . . . . . . . . . . . . . . . . . 94
3.3.4 Grouped by CRT Score . . . . . . . . . . . . . . . . . . . . 98
3.4 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111

Appendix A 114
A.1 Full SFEM Results . . . . . . . . . . . . . . . . . . . . . . . . . . 114
A.2 Risk Attitudes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
A.3 Regressions with the Full Data Set . . . . . . . . . . . . . . . . . . 116

Bibliography 124

5
List of Figures

1.1 Generic Prisoner’s Dilemma . . . . . . . . . . . . . . . . . . . . . 15


1.2 Changes in δ ∗ for U (x) = x1−r . . . . . . . . . . . . . . . . . . . . 18
1.3 PD Matrix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
1.4 Cooperation Rates Across Matches . . . . . . . . . . . . . . . . . . 26
1.5 Cooperation Rates Within Supergames . . . . . . . . . . . . . . . . 29

2.1 Generic Prisoner’s Dilemma . . . . . . . . . . . . . . . . . . . . . 43


2.2 Prisoner’s Dilemma . . . . . . . . . . . . . . . . . . . . . . . . . . 51
2.3 Battle of the Sexes . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
2.4 First Period Cooperation PD Overall . . . . . . . . . . . . . . . . . 61
2.5 First Period STPEO Play BoS Overall . . . . . . . . . . . . . . . . 61

A.1 Risk Attitudes Paid . . . . . . . . . . . . . . . . . . . . . . . . . . 117


A.2 Risk Attitudes Not Paid . . . . . . . . . . . . . . . . . . . . . . . . 118

6
List of Tables

1.1 Cooperative Behavior . . . . . . . . . . . . . . . . . . . . . . . . . 25


1.2 Cooperation Rate Across Supergames . . . . . . . . . . . . . . . . 27
1.3 Cooperation Rates Within Supergames . . . . . . . . . . . . . . . . 30
1.4 Set of Strategies . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
1.5 SFEM Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34

2.1 Risk Elicitation Tasks . . . . . . . . . . . . . . . . . . . . . . . . . 48


2.2 δ Values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
2.3 Summary Statistics: Risk Elicitation Tasks . . . . . . . . . . . . . . 57
2.4 Risk Elicitation Correlations . . . . . . . . . . . . . . . . . . . . . 57
2.5 r Values for U (x) = xr . . . . . . . . . . . . . . . . . . . . . . . . 58
2.6 Summary of First Period Behavior . . . . . . . . . . . . . . . . . . 59
2.7 All Periods Behavior . . . . . . . . . . . . . . . . . . . . . . . . . 60
2.8 Logit Regression Marginal Effects . . . . . . . . . . . . . . . . . . 63
2.9 Existence by Stage Game . . . . . . . . . . . . . . . . . . . . . . . 64
2.10 Prisoner’s Dilemma Patterns . . . . . . . . . . . . . . . . . . . . . 65
2.11 Battle of the Sexes Patterns . . . . . . . . . . . . . . . . . . . . . . 66
2.12 Summary Statistics: Supergame Length . . . . . . . . . . . . . . . 67
2.13 Existence Regressions Marginal Effects . . . . . . . . . . . . . . . 68

3.1 Treatments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74

7
3.2 Treament Summaries. . . . . . . . . . . . . . . . . . . . . . . . . . 86
3.3 Summary Statistics, Understanding Measures, First Market. . . . . . 87
3.4 Quiz Correct Regressions . . . . . . . . . . . . . . . . . . . . . . . 89
3.5 Optimal Choice Regressions, First Market . . . . . . . . . . . . . . 90
3.6 Summary Statistics, Understanding Measures, All Markets. . . . . . 91
3.7 All Market Regressions . . . . . . . . . . . . . . . . . . . . . . . . 93
3.8 Understanding Measures Following Known Mistakes . . . . . . . . 95
3.9 Understanding Measures Following Unknown Mistakes . . . . . . . 96
3.10 Mistake Regressions . . . . . . . . . . . . . . . . . . . . . . . . . . 97
3.11 Summary Statistics, Understanding Measures, First Market, CRT 0
and 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
3.12 Summary Statistics, Understanding Measures, First Market, CRT 2
and 3. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
3.13 Quiz Regressions, CRT Split . . . . . . . . . . . . . . . . . . . . . 102
3.14 Understanding Measures, All Markets, CRT 0 and 1 . . . . . . . . . 103
3.15 Understanding Measures, All Markets, CRT 2 and 3 . . . . . . . . . 103
3.16 All Market Regressions, CRT 0 and 1 . . . . . . . . . . . . . . . . 104
3.17 All Market Regressions, CRT 2 and 3 . . . . . . . . . . . . . . . . 105
3.18 Understanding Measures, Known Mistakes, CRT 0 and 1 . . . . . . 106
3.19 Understanding Measures, Known Mistakes, CRT 2 and 3 . . . . . . 107
3.20 Understanding Measures, Unknown Mistakes, CRT 0 and 1 . . . . . 107
3.21 Understanding Measures, Unknown Mistakes, CRT 2 and 3 . . . . . 108
3.22 Mistake Regressions, CRT 0 and 1 . . . . . . . . . . . . . . . . . . 109
3.23 Mistake Regressions, CRT 2 and 3 . . . . . . . . . . . . . . . . . . 110

A.1 Full SFEM Results . . . . . . . . . . . . . . . . . . . . . . . . . . 115

8
A.2 Grouped Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
A.3 Summary Statistics, Understanding Measures, First Market. . . . . . 116
A.4 Summary Statistics, Understanding Measures, All Markets. . . . . . 119
A.5 Understanding Measures Following Known Mistakes . . . . . . . . 119
A.6 Understanding Measures Following Unknown Mistakes . . . . . . . 119
A.7 Quiz Correct Regressions . . . . . . . . . . . . . . . . . . . . . . . 120
A.8 First Market Regressions . . . . . . . . . . . . . . . . . . . . . . . 121
A.9 All Market Regressions . . . . . . . . . . . . . . . . . . . . . . . . 122
A.10 Mistakes Regressions . . . . . . . . . . . . . . . . . . . . . . . . . 123

9
Abstract

This thesis focuses on questions about experimental methodology, examining


novel treatments and subjects’ understanding of experimental environments. The
first chapter examines differences between the traditional discounted model of re-
peated Prisoner’s Dilemmas used in the theory, and the random termination model
used in the laboratory. Under relatively general assumptions, the threshold δ ∗ -value,
above which cooperation can be supported as a subgame perfect equilibrium, varies
based on subject’s specific utility function under random termination, but not under
discounting. To test this, a new experimental design was created that captures fea-
tures of the infinite horizon discounting model absent in random termination Using
a between-subject, subjects played six repeated Prisoner’s Dilemmas at δ = 0.98,
and either the new treatment or random termination. Cooperation rates were higher
in the random termination treatment. Maximum likelihood estimation was used
to determine what repeated games strategies subjects used during this experiment.
Subjects in the discounted treatment tended to use more defective, yet forgiving
strategies, while subjects in the random termination treatment used more coopera-
tive yet less forgiving strategies. This finding suggests that more work needs to be
done to understand the differences between random termination and discounting
The second chapter further examines the differences between these two treat-
ments. One specific channel that could created a difference in behavior between
random termination and discounting is subject’s risk attitude. Using the theory
model from chapter one, the threshold δ ∗ -value, above which cooperation can be
supported as a subgame perfect equilibrium, varies based on subject’s risk attitude
in random termination, but is independent of subject’s risk attitude under discount-
ing. Using a within-subject design, subjects played 32 unique supergames. Each

10
supergame featured either this new treatment or random termination, one of eight
distinct δ-values, and one of two different game matrices. This experiment was used
to determine if risk attitude caused subjects’ decision making to differ between the
two settings. First period cooperation rates did not differ between the two treat-
ments, even though differences were predicted by the risk attitudes elicited. Sub-
jects’ behavior did vary in more complex ways, though risk attitude did not explain
these differences.
The final chapter examines the influence of pre-experiment tasks on subject un-
derstanding. This experiment used a 2x2 design varying the type of instructions
and whether or not the pre-experiment quiz was incentivized. One set of instruc-
tions was based on instructions used in prior studies. The other was written using
techniques from the Multi-Media Learning literature, which aims to find ways to
maximize subject understanding from instruction. After the pre-experiment pro-
cedures, subjects participated in ten modified BDM selling markets with induced
values. High ability subjects in this experiment showed higher understanding of the
BDM mechanism after receiving Multi- Media Learning instructions compared to
Standard instructions. This was true in both the first market, and across all markets.
Incentivizing the quiz had a negligible impact on subject understanding.

11
Chapter 1

Long Horizon Repeated Games

1.1 Introduction

This paper looks to see if subjects treat long, randomly terminated repeated games
the same way they treat discounted, “infinitely” repeated games. Random termi-
nation was been used as a proxy for infinite horizon discounting for decades. The
reason it is considered a reasonable proxy for discounting is because for risk neutral,
expected utility maximizers the two settings are ex ante equivalent. More generally,
these two setting are ex ante equivalent so long as the decision maker has an affine
utility function. However, years of experimental work has shown that subjects do
not have affine preferences, with multiple channels potentially changing the shape
of their utility functions. Furthermore, I show in section 1.2 that the critical discount
factor, δ ∗ , above which the Grim Trigger strategy is a subgame perfect equilibrium
of the repeated Prisoner’s Dilemma, depends directly on the shape of the decision
maker’s utility function under random termination, but not under discounting. The
exact value of δ ∗ under random termination differs from its value under discounting
when utility is not affine. Thus it is possible that prior repeated games experiments

12
are not having subjects participate in the environment they believe they are par-
ticipating. Therefore, it is important to test if subjects treat randomly terminated
repeated games the same way they treat discounted, “infinitely” repeated games.
To do this, I used a new, unique methodology for running repeated games exper-
iments. In this methodology, the payoffs in the stage game matrix are discounted
every period. That is the stage game in the second period is the the first period stage
game with every payoff multiplied by δ, the stage game in the third period is the
second period stage game with every payoff multiplied by δ, etc... Subjects then
played this game for an indefinite number of periods. This design has two potential
issues. The first is that it is not feasible to keep subjects in the lab for an infinite
amount of time, no matter how much we may want to. The second is that, because
payoffs in this game are continuously falling, at some point they will fail to satisfy
dominance, as defined in Smith (1982). Since they exact point when payoffs fail
to satisfy dominance will be different for each subject, an endogenous opt out was
included to end the repeated interaction. Full details on this opt out and the rest of
this treatment can be found in section 1.3.
To test if subjects treat these treatments differently, I ran an experiment using
a between subject design. Subjects in each session played six repeated Prisoner’s
Dilemma games with δ = 0.98. This δ was chosen to ensure that there were no
potential issued with cooperation being or not being a subgame perfect equilib-
rium, and to allow for a variety of experiences and behaviors within supergames. I
find that subjects’ cooperation rates are statistically, significantly higher in the ran-
dom termination treatment compared to the discounted treatment in both the first
period of play, and across all periods of play (Result 1.1). Additionally, cooper-
ation rates in the discounted treatment evolved differently over time, both within
and across supergames, compared to what has been traditionally observed in the

13
literature. In these supergames, first period cooperation rates remained stagnant
across supergames, while all period cooperation rates rose across supergames, and
were even higher than first period cooperation rates in the last couple of supergames
(Result 1.2 and Result 1.3). To further investigate these differences, the Strategy
Frequency Estimation Method (SFEM) was used to determine if subjects’ strategy
choice varied by treatment type. Subjects in the discounted treatment tended to
play more initially defective, yet forgiving strategies, while subjects in the random
termination treatment tended to play more initially cooperative, yet less forgiving
strategies (Result 1.4).
This is not the first study to question whether the random termination imple-
mentation is the optimal methodological choice for repeated games experiments.
One important feature of the random termination treatment is that there is a direct
mapping from the value of δ to the expected number of periods each supergame will
last.1 Fréchette and Yuksel (2017) looked to divorce the expected number of peri-
ods from the discount factor and document any changes in behavior that arise from
doing so. To do this, they looked at three alternatives to the standard random termi-
nation treatment: discounting for four periods followed by a coordination game that
represented the infinite number of period remaining, block random termination, and
discounting for four periods followed by random termination at the same δ value.
The authors also used a standard random termination treatment with the same stage
game parameters as a baseline for behavior. They found that subjects were most
likely to cooperate in the standard random termination treatment, compared to their
alternative treatments. This is true for both action frequency and choice of repeated
game strategy, where subjects in the discounted treatments played more defective
1 1
The expected number of periods is always 1−δ in the standard random termination implemen-
tation.

14
Figure 1.1: Generic Prisoner’s Dilemma

C D
C a, a c, b
D b, c d, d
Notes: This is the game matrix of a standard Prisoner’s Dilemma game if the following are true:
b > a > d > c and 2a > b + c

strategies than those in the randomly terminated treatment.


The only other study that uses the same discounted methodolgy as this chapter
is the one presented in chapter 2. That chapter looks to see if departures from risk
neutrality caused subjects to behave differently in randomly terminated supergames
compared to those that are “infinitely” discounted. Using a similar theory model to
the one presented in section 1.2, that paper showed that as subjects became more
risk averse, the threshold δ ∗ value, above which cooperation could be supported
as a subgame perfect equilibrium in the infinitely repeated Prisoner’s Dilemma,
increased when the game was randomly terminated, but did not change with risk
attitude when the game was discounted. The paper tested that theoretical result in
the lab using a within subject design that had subjects play 32 distinct supergames
varying between two ending rule, random termination and the discounted method-
ology, two stage games, the Prisoner’s Dilemma and Battle of the Sexes, and eight
distinct δ, ranging between 0.5 and 0.9. That paper found no difference in sub-
ject behavior in the first period of a new supergame, even after subject risk attitudes
were accounted for. Simple, two period patterns of stage game outcomes were more
likely to emerge in discounted supergames than they were in randomly terminated
supergames, however.

15
1.2 Theoretical Background

Assume that two players are playing a repeated 2×2 matrix game with an indefinite
time horizon. An example of one of these types of matrix games is provide in fig-
ure 1.1. I will assume that each player seeks to maximize some strictly monotonic
utility function U (·). I will further assume that U (·) is applied to their entire earn-
ings stream rather than their earnings in each period. This is because each player
cares about their earnings from the entire repeated interaction and not necessarily
their period by period earnings. This leads to the following being a player’s ex ante
utility for a supergame featuring discounted payoffs over an infinite time horizon:

X∞
U( δ t xt )
t=0

where δ is the discount rate and xt is the payoff the player earns in period t. If the
supergame instead features random termination, then the following is a player’s ex
ante utility:

X t
X
t
(1 − δ) δ U( xk )
t=0 k=0

where δ is the continuation probability and xt is the payoff the player earns in period
t.
At the start of each supergame players will have to choose which action to play
in period 1. If the stage game they are playing is a generic Prisoner’s Dilemma, as
in figure 1.1, cooperation can be supported as a subgame perfect equilibrium if the
discount factor for that game is δ ≥ δ ∗ , where δ ∗ solves the following equation in
a supergame featuring discounting over an infinite time horizon:

X∞ ∞
X
t
U( δ a) = U (b + δ t d) (1.1)
t=0 t=1

16
Or instead the following equation if the supergame features random termination:


X Xt ∞
X t
X
t t
(1 − δ) δ U( a) = (1 − δ)[U (b) + δ U (b + d)] (1.2)
t=0 k=0 t=1 k=1

In both these equations it is assumed that the other player is playing a grim trigger
strategy.2
To find this threshold value in a discounted supergame, δ D∗ , note that U (·) is
strictly monotonic, and thus has an inverse. This means that equation 1.1 can be
rewritten as the following:
b−a
δ= (1.3)
b−d

Thus in discounted supergames, only the payoff parameters of the stage game and
not the player’s utility function, impacts the cutoff value of delta, δ D∗ , that dictates
whether or not cooperation can be supported as a subgame perfect equilibrium.
In supergames that feature random termination however, equation 1.2 can only
be simplified to:


X Xt ∞
X t
X
t t
δ U( a) = [U (b) + δ U (b + d)]
t=0 k=0 t=1 k=1

which implies that δ RT ∗ directly depends on U (·) and not just the payoff parameters.
Thus player’s utility function directly impacts the cutoff value δ RT ∗ . An analytical
solution to this problem requires further assumptions on the functional form of U (·).
One functional form for which analysis has already been performed is U (x) = x1−r .
With this utility specification δ RT ∗ varies with r, while δ D∗ , does not vary with r.
2
This assumption is standard in the literature. Grim Trigger is the strategy that establishes the
lower bound for what δ values support cooperation as a subgame perfect equilibrium for the repeated
Prisoner’s Dilemma, because it is the harshest possible punishment. See Dal Bóand Fréchette (2011)
and Blonski, Ockenfels and Spagnolo (2011).

17
Figure 1.2: Changes in δ ∗ for U (x) = x1−r

critical δ ∗ -value
1.0
RT
0.8
Disc
0.6

0.4

0.2

0.0 r-values
-0.9 -0.54 -0.18 0.18 0.54 0.9
Notes: These δ ∗ -values are for the stage game shown in figure 1.3. These two critical δ ∗ -values,
δ and δ RT ∗ , are equal to one another when r = 0. This is the parameter specification that makes
D∗

someone with this utility function risk neutral.

Figure 1.2 shows how these δ ∗ -values change with r for the the stage game shown
in figure 1.3. This is the stage game used in the experiment. This figure follows the
model prediction that δ RT ∗ depends on U (·), while δ D∗ does not. Thus the model
leads to the following theoretical result:

Theoretical Result 1.1. The critical δ ∗ -value depends on the treatment type of the
game:

1. In discounting, δ D∗ depends only on the payoff parameters of the game, and


NOT the subject’s utility function.

2. In random termination, δ RT ∗ depends on the payoff parameters of the game


AND the subject’s specific utility fucntion.

There are multiple different channels through which U (·) can change δ RT ∗ .
Chapter 2 of this dissertation explores risk attitude as one potential channel. Other
potential channels include higher order risk attitudes, specifically whether a subject

18
is prudent or imprudent, ambiguity aversion, and models of noisy decision making,
such as logistic choice utility. This paper does not look to see if a specific channel
causes behavior to differ between random termination supergames and discounted
supergames. Instead it looks to see if long run decision making differs across the
two treatments, allowing for the possibility that any or all of these channels could
be influencing these outcomes. This model does still provide an explanation of how
differences between the two treatments can arise.

1.3 Experimental Design

1.3.1 Overview

In this experiment, subject’s participated in six repeated Prisoner’s Dilemma games


using the stage game in figure 1.3. All supergames featured δ = 0.98. δ = 0.98
was chosen to ensure that the repeated games were sufficiently long, allowing for a
wide range of possible difference in behavior between the two treatments to emerge.
Neutral action labels were used during in the experiment in place of the C and D
labels used in this paper. This stage game comes from Ioannou and Romero (2014).
This stage game was chosen because δ D∗ = 0.5, while the Blonski, Ockenfels, and
2
Spagnolo (2011) threshold, henceforth δ BOS , is δ BOS = 3
. The δ BOS threshold
determines when it is risk dominate to cooperate in the first period of a supergame
when the other player plays Always Defect 50% of the time and Grim Trigger the
other 50% of the time. Both of these values are significantly below δ = 0.98, so
there are no structural barriers to cooperation in this game.
Six repeated games were chosen based on simulation results. Given a prede-
termined population of repeated game strategies used by simulation subjects with

19
Figure 1.3: PD Matrix

C D
C 3, 3 1, 4
D 4, 1 2, 2
Notes: This is the stage game subjects played with in the random termination treatment and in the
first period of the discounted treatment. Neutral action labels were used during the experiment (U
and L for the row player and L and R for the column player).

noisy decision making, it was found that it took at least four supergames worth of
data to get an accurate estimate of the repeated games strategies for supergames of
this δ-value. Two additional supergames were added at the start of the experiment
to give subjects a chance to learn the environment. Thus a total of six supergames
were run in each session. At the start of each supergame subjects were randomly
paired with one another. In each period subjects were asked to make a choice about
which action they preferred to play and which action they thought the other player
was going to play. After both subjects made their choices, they were shown the
outcome for that period and their total payoff for that repeated game was updated
appropriately.
In each session, the supergames were either randomly terminated or featured
discounted payoffs with the option to opt out. This study, in part, aimed to be
the first to document subjects’ choice of repeated game strategy under discount-
ing. If subjects were to play under both treatments in the same session, then their
experiences under discounting could potentially affect their play under random ter-
mination, or vice versa. Thus to eliminate this potential contamination, a between-
subject design was used.

20
1.3.2 Random Termination

In the random termination treatment, game lengths were predrawn by the experi-
menter. This is a departure from the design used in chapter 2. In that study dice
were rolled at the front of the room to determine whether random termination su-
pergames would continue or end. They were used to help make the random compo-
nent of random termination more salient in the eyes of the subjects compared to the
discounted supergames they also participated in. The use of dice was reasonable in
that study, since that experiment used relatively low δ-values.3 This meant that the
supergames were not particularly long and it did not slow down the experiment by
too much to have all the subjects progress through those games at the same pace.4
In this experiment, with δ = 0.98, each supergame lasts significantly longer,
in expectation, than they did in the previous study.5 This incentivizes having each
group progress at their own pace, so that an individual group taking longer in a
particular period does not slow down the entire experiment. One way to achieve
independent pacing is to have the computer randomly determines whether or not
a given group continues with the supergame after each period. In each session the
order that subjects experienced these game lengths was randomized i to help control
for any order effects.

1.3.3 Discounted

In the discounted treatment, subjects played a repeated game closer to how they
are typically describe in theory. At the start of each period, after the first, all the
3
The highest δ-value used was 0.9, which means those games had 10 periods in expectation.
Subjects played two random termination supergames at that δ-value per session.
4
The longest any random termination supergame lasted was 28 periods. Only three supergames
lasted for more than 20 periods.
5
Expected length is 50 periods. Additionally there is a 13.5% chance any individual supergame
goes for 100 or more periods.

21
payoffs in the stage game were multiplied by δ = 0.98,6 and subjects played for an
indefinite number of periods. The subjects’ repeated game payoffs were the sum
of all their individual stage game payoffs. To prevent these supergame from last-
ing forever, one departure was made from theory. Subjects were allowed to opt
out of continuing to play the supergame following any period. This option was
included for two reasons. First, without a way to end these supergames, subjects
would be stuck in the lab for an infinite amount of time, which is not feasible. Sec-
ond, eventually the payoffs from a discounted supergame get so small they fail to
satisfy dominance, as defined in Smith (1982). Since the exact point in time this
is true will vary from subject to subject, the opt out option is the cleanest way to
give the subjects control over this, while still maintaining an indefinite time hori-
zon. Another option for maintaining dominance would be to end the game after a
fixed payoff level was reached. This however would artificially create a final pe-
riod for the game. This would turn the game into a finitely repeated game, which
fundamentally alters any predictions one could make.
Additionally, in order to maintain equivalence between the two treatments, sub-
jects in the discounted treatment where given a continuation payoff to compensate
them for the infinite number of periods they chose not to play. This continuation
payoff was the infinitely discounted sum of the sucker payoff in the period the su-
pergame ended for them.7 Subjects were told what their continuation would be
6
This is the same way Fréchette and Yuksel (2017) implemented discounting in their two dis-
counted treatments.
7
The sucker payoff was chosen for two reasons. First, I wanted to ensure that the continuation
payoff did not influence the decisions subjects made during play. This is why the discounted value of
subjects’ average payoff was not used. Second, I wanted as strong a distinction as possible between
the random termination supergames and the discounted supergames. This is why I did not just give
them the infinitely discounted sum of a random payoff from the matrix in the period the supergame
ended. The maximum payoff could not be selected, because then subjects would be incentivized
to opt out immediately and receive their highest possible payoff. The mutual defection payoff was
not chosen, since then subjects’ have not incentive to play the repeated game once they reach the
mutual defection outcome, which reduces the likelihood that subjects attempt to return to mutual

22
following every period to help them make their decision of when to opt out. Sub-
jects were also told what the maximum amount they could possibly earn, i.e. the
infinitely discounted sum of the temptation payoff, was following each period. For
example, in period 10, the continuation payoff to a subject in this experiment would
be 40.85 and the maximum remaining payoff would be 163.42. Subjects were in-
formed about these two payoffs in the instructions and on each periods summary
screen.
Lastly, these discounted supergames lasted until both subjects chose to opt out.
This choice was made in order to help maintain certainty of experience. If the
supergame ended after the first subject chose to opt out then half the subjects would
not know when their supergame would end. Since uncertainty of the exact game
length is a feature of random termination this treatment was designed to avoid, it
was decided to end the supergame after both players chose to opt out. This choice
does still introduce uncertainty of when the supergames ends for the subject that
chose to opt out first in the periods after they chose to opt out. For this reason, only
the periods prior to either subject opting out was considered in the analysis of the
results of this experiment. This meant that in many instances, subjects continued
manually making decisions even after they chose to opt out.

1.3.4 Hypotheses

The hypotheses for this experiment come from the results of chapter 2 and Fréchette
and Yuksel (2017). The first hypothesis has to do with the difference in coopera-
tion rates between the discounted treatment and the random termination treatment.
chapter 2 found no difference in first or all period cooperation rates between the
cooperation. Thus the sucker payoff was chosen, even though both players receiving the sucker
payoff falls outside the set of feasible payoffs.

23
two treatments. This is the first hypothesis for this paper:

Hypothesis 1.1. There will be no difference in either first period or all period coop-
eration rates between the discounted treatment and the random termination treat-
ment.

The other hypothesis for this experiment has to do with strategy estimation from
SFEM. This procedure was not used on the data from chapter 2 (working paper),
because the structure of that data set does not fit the necessary conditions of SFEM.8
Other analysis for long run behavior was looked at using that data set, however.
That analysis showed a higher propensity for defective behavior in the discounted
treatment compared to the random termination treatment. Additionally, Fréchette
and Yuksel (2017) found higher subjects in their discounted treatments were more
likely to play defective, repeated games strategies. These two findings together lead
to the following hypothesis on which strategies subjects use:

Hypothesis 1.2. Subjects in the discounted treatment will be more likely to use
defective strategies (All D and various suspicious strategies) than subjects in the
random termination treatments.

1.4 Results

Eight sessions of this experiment, four for each treatment, were run at the Eco-
nomics Science Laboratory (ESL) at the University of Arizona between December
2017 and February 2018. The random termination sessions lasted for one hour
on average and subjects earned an average of $17.48, with minimum earnings of
$11.00 and maximum earnings of $24.00. The discounted sessions lasted an hour
8
SFEM requires multiple supergames worth of data for each subject per parameter specification.
In chapter 2 each subject only played one supergame with each parameter specification.

24
Table 1.1: Cooperative Behavior

Overall Disc. RT
First Period 62.8% 53.4% <∗∗∗ 73.7%

<∗∗∗
<
All Periods 56.7% 51.6% <∗∗ 62.5%
Notes: **: Significant at 5% level. ***: Significant at the 1% level. Significance determined by
Wilcoxon rank-sum test. The unit of observation is the cooperation rate of one subject across all
supergames. Overall is both treatments combined, Disc. is the discounted treatment and RT is the
random termination treatment. First Period is the first period of a supergame. All periods is every
period subjects played in RT and every period prior to either subject in the pair opting out in Disc.

and 45 minutes on average and subjects earned an average of $16.29, with minimum
earnings of $10.25 and maximum earnings of $23.00. Each session had between 8
and 18 subjects. Final subject counts by treatment type were 50 for random termi-
nation and 58 for discounted.
Table 1.1 shows the cooperation rates, both in the overall experiment and by
treatment type in the first period of supergames and across all periods of the su-
pergames.9 Unlike in Chapter 2, cooperation rates in the first period in the random
termination treatment were significantly higher than they were in the discounted
treatment. All period cooperation rates were also significantly higher in the ran-
dom termination treatment compared to the discounted treatment. This leads to the
following result in contrast to Hypothesis 1.1:

Result 1.1. Cooperation rates are significantly higher in the random termination
treatment compared to the discounted treatment.

Table 1.1 also shows further differences exists between the two treatments.
Across all supergames first period cooperation rates in the randomly terminated
treatment were significantly higher than the all period cooperation rates. In the dis-
9
For the discounted treatment, only periods that were played prior to either subject opting out
were considered.

25
Figure 1.4: Cooperation Rates Across Matches

Cooperation %
RT all Disc all
RT 10to20 Disc 10to20

0.9 RT first Disc first

0.7

0.5

0.3

Match
1 2 3 4 5 6
Notes: This graph shows how cooperation rates evolved across supergames, with each square
representing one supergame. The unit of observation is the cooperation rate of each subject over
the given number of periods. RT stands for the random termination treatment, Disc. for the
discounted treatment. First was the first period of a supergame. All is every period in RT and every
period prior to either subject in a pair opting out in Disc. 10to20 looks at periods 10 through 20 in
RT and all periods between 10 and 20 that occur prior to either subject in a pair opting out in Disc.

counting treatments, on the other hand no significant differences exist between first
period and all period cooperation rates.
To help determine why these differences exist, I looked to see how cooperation
rates varied over time. Figure 1.4 shows cooperation rates by supergame in the first
period, all periods and periods 10-20 in both treatment types. For the random termi-
nation treatment, cooperation rates evolve as is typically seen in the literature. Co-
operation rates increased as subjects gained more experience, with the first period
cooperation rates being greater than the all period cooperation rates. Furthermore
the cooperation rates in periods 10 to 20 closely follow the all period cooperation
rates in the random termination treatment, suggesting that differences from the first
period arise early in the supergames.
Cooperation rates in the discounted treatment however, did not follow the typ-
ically observed patterns. In this treatment, first period cooperation rates did not

26
Table 1.2: Cooperation Rate Across Supergames

First Sixth
∗∗
RT First Period 68.0% < 86.0%

<∗∗∗
<∗∗
All Periods 44.5% <∗∗∗ 76.0%
Disc First Period 50.0% < 51.%

<

>
All Periods 35.7% <∗∗∗ 62.4%
Notes: **: significant at the 5% level. *** significant at the 1% level. Significance determined by
Wilcoxon rank-sum test. The unit of observation is the average cooperation rate of one subject
within the given timeframe. First is for cooperation rates in the first supergame subjects played.
Sixth is for cooperation rates in the sixth supergame subjects played. RT stands for random
termination. Disc stands for discounting. First period is the first period of a supergame. All periods
is subjects average cooperation level across all periods in RT and across all periods before either
player opted out in Disc.

significantly vary across supergames. All period cooperation rates, however do in-
crease as subjects gained more experience, and by the last supergame all period
cooperation rates were higher than first period cooperation rates. Additionally, the
all period cooperation rates were higher than the cooperation rates for periods 10 to
20 in the discounted treatment. This suggests that subjects are converging to coop-
eration later in supergames rather than early in them, contrary to how cooperation
rates behave in the random termination treatment.
To confirm that these observations were significant, I looked to see how coop-
eration rates in the first supergame varied from those in the sixth supergame. Table
1.2 shows first and all period cooperation rates in the first and sixth supergames in
the random termination and discounted treatments. As was expected from figure
1.4, the cooperation rates in supergame six is significantly higher than those in su-
pergame one for the random termination treatment. Additionally, cooperation rates
in the first period we significantly higher than the all period cooperation rates in
both these supergames. In the discounted treatment, on the other hand, only the all

27
period cooperation rates between the first supergame and sixth supergame were sig-
nificantly different. This provides further evidence for the observations from figure
1.4. This leads to the following result:

Result 1.2. Cooperation rates raise as subjects gain more experience in the random
termination treatment. In the discounted treatment, first period cooperation rates
do not change as subjects gain more experience. Subjects do learn to cooperate
more across all periods in the discounted treatment.

In addition to investigating how cooperation evolved across supergames, I also


looked at how cooperation rates evolved within supergames. To do this I divided
each supergame into 5-period bins and looked at how cooperation rates changed
from bin to bin. Figure 1.5a shows this evolution for the random termination treat-
ment. For the discounted treatment the display was separated into two graphs. Fig-
ure 1.5b includes bins up through period 60, matching the random termination su-
pergames, and figure 1.5c shows all bins after period 60.
For the random termination treatment the within supergame cooperation rates
evolve as expected. The first bin is slightly higher than the later bins, and coop-
eration rates in later supergames are higher on average than those in earlier su-
pergames. The first part of the discounted treatment looks somewhat similar to the
random termination treatment. The main difference is the lower overall cooperation
rates and a slight upward trend in the later supergames following an initial decrease.
The latter part of the discounted treatment, however is much different than the ear-
lier part. Here the cooperation rates diversify, going from being bunched between
40% and 80% to the extremes of either 100% or 0% cooperation, depending on
the supergame. These extremes are primarily driven by the decreased sample size10
10
Starting with bin 61-65, the number of subjects still participating in a supergame varied between

28
Figure 1.5: Cooperation Rates Within Supergames

(a) Random Termination (b) discounted, Early


Cooperation % Cooperation %
Disc match 3 Disc match 6
1.0 1.0 Disc match 2 Disc match 5

Disc match 1 Disc match 4


0.8 0.8

0.6 0.6

0.4 0.4
RT match 3 RT match 6

0.2 RT match 2 RT match 5 0.2


RT match 1 RT match 4

6-10 16-20 26-30 36-40 46-50 56-60


bins 6-10 16-20 26-30 36-40 46-50 56-60
bins

(c) discounted, Late


Cooperation %

1.0
Disc match 3 Disc match 6

0.8 Disc match 2 Disc match 5

Disc match 1 Disc match 4

0.6

0.4

0.2

66-70 86-90 106-110 126-130 146-150 166-170


bins

Notes: Each line represents the evolution of cooperation within a given supergame. Each dot represents the cooperation rate in that
5-period bin. The unit of observation is the cooperation rate of a subject within that 5-period bin. Lines continue until no subjects had
observations remaining. RT stands for the random termination treatment, and Disc stands for the discounted treatment. RT lasted for
each subject until that supergame ended for them. Disc lasted until either subject in a pair opted out.

29
Table 1.3: Cooperation Rates Within Supergames
(a) Random Termination (b) Discounting
Supergame First 5 Last 5 Supergame First 5 Last 5

One 56.8% > 47.2% One 33.3% > 27.4%
Two 57.6% > 56.8% Two 40.0% > 34.6%
Three 70.4% > 65.2% Three 38.6% > 34.5%
Four 63.6% > 56.8% Four 48.3% > 43.0%
Five 74.8% < 77.6% Five 51.9% >∗ 36.2%
Six 82.8% > 70.8% Six 48.0% < 48.5%
Notes: *: significant at the 10% level. Significance determine by Wilcoxon ran-sum test. The unit
of observation is the average cooperation rate of one subject within the given timeframe. First 5 is
the average cooperation rate in the first five periods of a supergame. Last 5 was the average
cooperation rate in the last five periods of a supergame in random termination, or the last 5 periods
before either player opted out in discounting. For the discounting treatment, only supergames were
neither subject opted out before period 10 were included, to prevent a period from appearing in
both First 5 and Last 5.

towards the end of the discounted treatment polarizing the cooperation rates.
To confirm the trends observed in figure 1.5 are true, I looked to see if the
cooperation rates in the first five periods of each supergame significantly differed
from those in the last five periods of supergame. The results of these tests are on
table 1.3. In the random termination treatment, cooperation rates in the first five
periods are statistically indistinguishable from those in the last five periods for all
six supergames. In the discounted treatment, the cooperation rates in the first five
periods of supergames one and five was significantly higher than it was in the last
five periods, but only at the 10% level. This difference is insignificant in the other
four supergames. Thus even though the actual level of cooperation differs between
the two treatments, the way cooperative behavior changes within supergames does
not vary significantly. Therefor:

Result 1.3. Cooperation rates in both treatment types evolve similarly within su-
12 and 24, with the final few bins having as few as two subjects, compared to bin 1-5 which had 56
subjects.

30
pergames.

As a final check on differences in behavior between the two treatments, I looked


to see what repeated game strategies subjects played. To do this I followed the
Strategy Frequency Estimation Method (SFEM) originally proposed by Dal Bó and
Fréchette (2011). This methodology assumes that each subject chooses a fixed
strategy at the beginning of the session, or for this project starting in supergame
3,11 and that subjects have a chance of making a mistake when choosing their action
each period. Thus every sequence of choices has a positive probability of occurring
given a fixed strategy.
Specifically, it is assumed that in each round r of match m, subject i playing
strategy sk makes a mistake with probability (1 − β). That is they will play D when
the strategy said they should play C or vice versa. Letting yimr be an indicator
function that is equal to 1 if subject i played the action that strategy sk prescribed
in period r of match m leads to the following expression for pi (sk ), the probability
that subject i played strategy sk :

YY
pi (sk ) = β yimr (1 − β)1−yimr
M R

where M is the set of matches subject i played, and R is the set of rounds in a given
match.
Then given a set of strategies K and proportions ρ, a probability distribution on
K, I can derive the a likelihood function for the entire sample:

XX X
ln( ρ(sk )pi (sk ))
S I sk ∈K

11
Using this technique on simulated data showed that at least four supergames were needed for
accurate estimates. Thus the first two supergames were dropped to allow subjects a chance to learn.

31
Where S is the set of experimental sessions for a given treatment, and I is the set
of subjects in a given session. Note that this set up assumes that all subjects are ex
ante identical. Additionally since ρ is a distribution over K the final estimates that
come from maximizing the above likelihood function gives us estimates of ρ(sk ),
which is the portion of the population that plays strategy sk and β, the probability
that subjects play the action their strategy tells them to. The set of strategies K that
are considered in this paper are on table 1.4. This is the standard set of 20 strategies
typically used in the literature.12 After these estimates were found, 1000 bootstrap
samples were constructed for each treatment by randomly sampling the appropriate
number of subjects with replacement. Standard errors for each estimate were found
using the estimates from the 1000 bootstrap samples.
Table 1.5 shows the SFEM estimates for each strategy who’s population portion
was statistically significantly greater than 0. Full estimates are provided in appendix
A.1. The data used to generate these estimates are the first 20 periods of each of
the last four supergames subjects played. Only the first 20 periods were used to en-
sure that longer supergames do not have a larger impact on the estimated strategies
simply because they are longer. As one can see, the subjects in each treatment use
strategies in different proportions that provides some support for Hypothesis 1.2.
The subjects in the discounted treatment use more defective and forgiving strate-
gies, as seen by the higher levels of All D and the various TFT strategies, while the
subjects in the random termination treatment tend to use less forgiving cooperative
strategies, as seen by the higher levels of Grim strategies.
One possible explanation for this difference is how subjects perceive the su-
pergame. In both the random termination treatment and the discounted treatment,
12
Other studies that use this set include Fudenberg, Rand and Dreber (2012), Fréchette and Yuksel
(2017), and Romero and Rosokha (2018).

32
Table 1.4: Set of Strategies

Strategy Abbreviation Description


Always Cooperate All C Always play C
Always Defect All D Always Play D
Tit-for-Tat TFT Play C unless partner played D last round
Tit-for-2-Tats TF2T Play C unless partner played D in both of the last 2 rounds
Tit-for-3-Tats TF3T Play C unless partner played D in all of the last 3 rounds
2-Tits-for-1-Tat T2FT Play C unless partner played D in either of the last 2 rounds
(2 rounds of punishment if partner plays D)
2-Tits-for-2-Tats T2F2T Play C unless partner played 2 consecutive Ds in the last 3 rounds
(2 rounds of punishment if partner plays D twice in a row)
Suspicious Tit-for-Tat STFT Play D in the first round, then play TFT
Suspicious Tit-for-2-Tats STF2T Play D in the first round, then play TF2T
Suspicious Tit-for-3-Tats STF3T Play D in the first round, then play TF3T
Grim Trigger Grim Play C until either player plays D, then play D forever
Lenient Grim 2 Grim2 Play C until 2 consecutive rounds occur in which either player
played D, then play D forever
Lenient Grim 3 Grim3 Play C until 3 consecutive rounds occur in which either player
played D, then play D forever
Suspicious Grim 2 SGrim2 Play D in the first period, then play Grim2
Suspicious Grim 3 SGrim3 Play D in the first period, then play Grim3
Win-Stay-Lose-Shift WSLS Play C if both players chose the same action last round, otherwise
play D
Win-Stay-Lose-Shift with WSLS2 Play C if both players played C in the last 2 rounds, both players
2 rounds of punishment played D in the last 2 rounds, or both players played D 2 rounds
ago and C last round. Otherwise play D
Punish Twice T2 Play C until either player plays D, then play D twice and return
to C (regardless of all actions played during punishment rounds)
False cooperator False C Play C in the first round, then D forever
Alternator ALT Start with D, then alternate between C and D
Notes: This table provides the full list of strategies used in the Strategy Frequency Estimation
Method (SFEM) procedure. This first column provide the name of the strategy, the second it’s
abbreviation that will be referenced in the text and the final column provides a description of the
strategy and how it determines its action choice.

33
Table 1.5: SFEM Results

Strategies Disc RT
All D 0.155∗∗∗ 0.060∗
(0.049) (0.034)
∗∗∗
TFT 0.194 0.123∗
(0.060) (0.071)
∗∗
TF2T 0.108 0.051
(0.050) (0.052)
STFT 0.249∗∗∗ 0.082∗
(0.061) (0.048)
Grim 0.036 0.103∗
(0.024) (0.059)
Grim2 5.73E −15 0.198∗∗
(3.38E −3 ) (0.087)
∗∗
Grim3 0.089 2.73E −13
(0.044) (0.021)
β 0.863 0.914
−4
(4.48E ) (4.55E −4 )
Notes: ***: Significant at the 1% level. **: Significant at the 5% level. *: Significant at the 10%
level. Disc is the estimation using data from the discounted treatment. RT is the estimation using
the data from the random termination treatment. The first 20 periods (or every period if the
supergame lasted less than 20 periods) of each of the last four supergames were used to generate
these estimates. Only strategies that were statistically significantly greater than zero for at least one
treatment were included in this table. Standard errors generated using 1000 bootstrap samples.

34
earlier periods are worth more to subjects than later periods. In the random termi-
nation treatment, this is because the probability of encountering earlier periods in
higher than the probability of encountering later periods. In the discounted treat-
ment this is more explicit since subjects per period payoffs decrease as they play
more periods. This explicit difference makes it easier for subjects to see the gains
from defection in the discounted treatment compared to the random termination
treatment; since the per period gain from defection in the random termination treat-
ment is static. Because these gains are more visible, they promote a higher level
of defection early, resulting in higher levels of STFT and All D in the discounted
treatment.
Continuing along this train of thought, as subjects in the discounted treatment
get further into a given supergame, the absolute gain from defecting decreases, even
though the relative difference remains the same. If subjects make their decisions
based on the absolute difference instead of the relative difference, then they would
be more likely to try and cooperate later in the discounted treatment compared to
the random termination treatment. This could be a reason behind why subjects play
more forgiving TFT-type strategies in the discounted treatment, but less forgiving
Grim-type strategies in the random termination treatment, where the absolute dif-
ference between defection and cooperation is fixed throughout the supergame.
Another potential influence on which strategies subjects chose is how the su-
pergames end. In the discounted treatment, subjects can know with certainty whether
or not the supergame will continue, since they know it will not end if they have yet
to opt out. In the random termination treatment subjects have no such certainty,
since following any period there is a nonzero probability of the supergame ending.
This certainty of continuance alongside the decrease in absolute difference between
cooperation and defection could cause subjects to try and return to cooperation

35
at a higher rate in the discounted treatment compared to the random termination
treatment. This incentive could lead to higher levels of TFT-type strategies in the
discounted treatment and more Grim strategies in the random termination treatment
in the absence of these incentives.
This explanation seems even more plausible when one considers the β values
estimated using this data. In the discounted treatment, a estimated β-value of 0.863
implies that subjects make a mistake almost 14% of the time. This β-value is signif-
icantly lower than the 0.914 value estimated for the random termination treatment
and is also significantly lower than has been previously estimated in the literature.13
One potential reason why this estimate is as low as it is is that subjects are not
actually playing TFT-type strategies, but something similar where they make the
conscious switch to cooperation later in a supergame even though a TFT-type strat-
egy would not tell them to do so. They do this because the absolute gains from
defection are no longer enticing, and they prefer to try and establish a cooperative
relationship with the other subject they were matched with. Future work is needed
to determine if these types of strategies lead to a better fit. For now, we can say the
following:

Result 1.4. Subjects in the discounted treatment are more likely to play intially
defective and/or forgiving strategies (TFT,STFT,All D,...). Conversely subjects in
the random termination treatment are more likely to play intially cooperative, yet
less forgiving strategies (Grim, Grim2,...).
13
Fréchette and Yuksel (2017) find β-values between 0.898 and 0.936. Dal Bó and Fréchette
(2016) find β-values between 0.92 and 0.97.

36
1.5 Conclusion

This paper looked to see if subject behavior differed between randomly terminated
repeated games, and those that that were discounted over an “infinite” time horizon.
To do this, I used a unique experimental design that allowed subjects to play a dis-
counted repeated game, with the option to opt out if they believed payoffs had fallen
too low to continue playing. A between subject design was used, with subjects play-
ing six repeated games with δ = 0.98 and randomly rematched partners at the start
of each new interaction. I find that subjects cooperate at a higher rate in random
termination supergames compared to discounted supergames. This is true both in
the first period of these supergames and across all periods of these supergames.
Additionally, while cooperation rates in the random termination treatment had
their traditional upward trajectory as subjects learned the environment, the cooper-
ation rates in the discounted treatment evolved differently. First period cooperation
rates remained static across all six supergames subjects played, while all period
cooperation rates increased as subjects gained experience. In fact all period co-
operation rates in the discounted treatment were actually higher than first period
cooperation rates in supergames five and six. Closer examinations of how coopera-
tion evolved within given supergames showed that over the first half of discounted
supergames, cooperation evolved similarly to how it evolved in the random termina-
tion supergames, but over the back half wide swings in cooperation rates occurred
as fewer and fewer pairs of subjects continued to play.
In addition to examining differences in cooperation rates between the two treat-
ments, SFEM was used to see if subjects’ played different repeated games strategies
in the two different treatments. Subjects in the discounted treatment played initially
defective strategies at a higher rate than those in the randomly terminated treatment.

37
Subjects in this treatment also tended to play more forgiving Tit-for-Tat style strate-
gies, while subjects in the random termination treatment were more likely to play
more punishing, Grim trigger style strategies.
These differences may be due to the fact that subjects base their decisions on ab-
solute differences in payoffs between cooperation and defection instead of relative
differences. This could make the early periods of a random termination treatment
look less important, even though relatively speaking they are just as import as the
early periods of a discounted supergame. Thus subjects are more likely to try and
cooperate early in the random termination treatment while they try and get the high
temptation payoff as soon as possible in the discounted treatment. Later in the
supergame, when the absolute differences between cooperating and defecting fall,
subjects instead try to maximize their flow payoffs by cooperating. This switch to
cooperation from defection for reasons outside of the behavior of the subject one is
matched with maybe why a lower value of β was estimated for the discounted treat-
ment compared to the random termination treatment in this experiment, or those
that have been previously estimated in the literature. Further research is need to see
if these types of strategies that switch to cooperation later in the supergame better
fit the data generated in the discounted treatment.
For now, all we can say is that it appears that subjects behave differently in these
two treatments when playing at relatively high δ-values. Further research looking
at smaller δ-values using a between subject design could be useful to help deter-
mine the results in this paper hold when the set of possible equilibria is restricted.
It would also be useful to determine exactly which channel influences subjects de-
cisions across these two environments. Helping to pin down the extract reason why
subject behavior in discounted supergames differs from their behavior in randomly
terminated ones.

38
Chapter 2

Risk and Repeated Games

2.1 Introduction

This paper seeks to add to the experimental literature on repeated games. It does so
by addressing a potential issue in these experiments: that subjects who are not risk
neutral may approach random termination differently than they would approach an
infinite time horizon, discounted environment. To address this, subjects participated
in a series of risk elicitation tasks to get a well rounded estimate of their risk attitude.
They then played a series of repeated games featuring either random termination of
the game, or a new repeated game treatment that capture elements of infinite horizon
discounting not present in random termination. While some differences in behavior
were observed between the two treatments, those differences can not be attributed
to subjects’ risk attitudes.
Repeated games have long been studied in the economics literature. Fudenberg
and Maskin (1986) formalized the Folk Theorem; they proved that if games are
infinitely repeated and players are sufficiently patient, i.e. the discount factor is
high enough, then any strategy that gives players at least their minmax payoff can

39
be supported as a subgame perfect equilibrium. Since then, many other papers
have continued to look at Folk Theorem results in other settings, trying to show the
full possibility of what players could do in equilibrium. A more recent focus of
the literature, starting with Blonski, Ockenfels, and Spagnolo (2011), has been on
equilibrium selection by real subjects in these games. The goal of these papers is to
produce sharper predictions of how these games are played.
In these experiments, random termination of the supergame has been used as
a proxy for discounting with an infinite time horizon.1 The justification for using
random termination is that for a risk neutral agent, the two settings are isomorphic
to one another, ex ante, if the discount rate is equal to the continuation probability.
However, there is also a well documented experimental literature that shows that the
majority of people are at least somewhat risk averse, and not risk neutral. This could
potentially mean that subject behavior in randomly terminated supergames could
be different than it would be if subjects played infinitely discounted supergames.
This is the question this paper seeks to address. Do departures from risk neutrality
cause subjects to behave differently in randomly terminated supergames compared
to infinitely discounted supergames?
To address this question I first had subjects participate in a series of risk elic-
itation tasks. Multiple risk elicitation tasks were used because of the findings in
Crosetto and Filippin (2016). They showed that different risk elicitation tasks pro-
duced different estimates of subjects’ risk attitudes. Multiple tasks allows for a
more well rounded estimate of subjects’ risk attitude. A full description of these
tasks are available in section 2.3.1.
After the risk elicitation tasks, subject participated in a series of repeated games
1
The first repeated game run using random termination of the supergame was done by Roth and
Murnighan (1978)

40
played with different, randomly selected partners. Subjects played 32 unique su-
pergames varying the stage game,2 discount factor,3 and ending rule. The two end-
ing rules used were standard random termination and a unique experimental design
that captures some features of discounting not present in random termination. With
this ending rule, subjects play a repeated game against another subject with all pay-
offs in the stage game matrix being discounted by the same fixed percentage in
every period.4 While this design does fail to capture some elements of infinite dis-
counting, namely stationarity, that are captured by random termination, it does have
other features of infinite discounting, namely certainty of experience, that random
termination fails to capture. A full description of this treatment can be found in
section 2.3.2.
Fréchette and Yuksel (2017) is the closest paper I could find in the literature to
what I study here. They also look into the differences between random termination
and discounting. Their paper focuses on divorcing the expected number of period
subjects play from the discount factor used in the experiment. They do this with
three novel treatments: discounting followed by a coordination game, discounting
followed by random termination, and block random termination. They also have
subjects play under the standard random termination treatment as a benchmark.
They find that cooperation rates in the Prisoner’s Dilemma were highest in the stan-
dard random termination treatment.
Notably, their experiment does differ from mine in a couple of crucial ways.
First, I believe my design more directly implements a discounted treatment, as it
ends endogenously based on subjects’ choices and features no uncertainty outside
2
A Prisoner’s Dilemma, and a Battle of the Sexes game.
3
All values shown on Table 2.2
4
This is how Fréchette and Yuksel (2017) implement discounting in their two discounted treat-
ments.

41
the strategic uncertainty present in any repeated 2 x 2 matrix game. Second, I
vary the discount factor as opposed to using only one discount factor for the entire
experiment. I do this because according to my theoretical model outlined in section
2, small changes to subjects’ risk attitudes could result in different choices at a
given discount factor. I use the wide range of discount factors to try and see these
differences in decision making among subjects.
One other study also uses the same discounted treatment in this paper. Chap-
ter 1 looks at the differences in how subjects play long randomly terminated re-
peated games compared to long discounted repeated games. Using a between sub-
ject design, subjects in that study participated in six repeated, Prisoner’s Dilemma
games using one of the two treatments to determine how the supergame ended,
with δ = 0.98. Using the Strategy Frequency Estimation Method (SFEM), that
study found that subjects in the discounted treatment tended to play more defective
strategies, but cooperators tended to play more forgiving strategies such as Tit-For-
Tat. Subjects in the random termination treatment tended to be more cooperative,
but the cooperators tended to play less forgiving strategies, such as Grim Trigger.
In this study, I find no significant differences, between the two ending rules, in
which action subjects choose in the first period of each supergame. This holds true
even when controlling for subjects risk attitudes. However, I do find differences in
how subjects play these supergames going long. Subjects are more likely to con-
verge to simple patterns in play in discounted supergames than they are in randomly
terminated supergames. Risk attitude does not significantly impact this difference.

42
Figure 2.1: Generic Prisoner’s Dilemma

C D
C a, a c, b
D b, c d, d
Notes: This is the game matrix of a standard Prisoner’s Dilemma game if the following are true:
b > a > d > c and 2a > b + c

2.2 Theoretical Background

Assume two players are playing a repeated 2×2 matrix game with an indefinite time
horizon. An example of one of these types of matrix games is provide in figure 2.1.
I will assume that each player seeks to maximize some strictly monotonic utility
function U (·). I will further assume that U (·) is applied to their entire earnings
stream rather than their earnings in each period. This is because each player cares
about how much they earn from the entire supergame, and not necessarily their
period by period earnings. This leads to the following being a player’s ex ante
utility for a supergame featuring discounted payoffs over an infinite time horizon

X∞
U( δ t xt )
t=0

where δ is the discount rate for that supergame and xt is the payoff the subject earns
in period t.
If the supergame instead features random termination, then each player’s ex ante
utility is

X t
X
t
(1 − δ) δ U( xk )
t=0 k=0

where δ is the continuation probability and xt is the payoff the subject earns in
period t.
At the start of each supergame players will have to choose which action to play

43
in period 1. If they are playing a generic Prisoner’s Dilemma game as in figure 2.1,
they will prefer to play C in the first period if the discount rate for that game is δ ≥
δ ∗ , where δ ∗ solves the following equation in a supergame featuring discounting
over an infinite time horizon

X∞ ∞
X
t
U( δ a) = U (b + δ t d) (2.1)
t=0 t=1

Or instead the following equation if the supergame features random termination


X Xt ∞
X t
X
t t
(1 − δ) δ U( a) = (1 − δ)[U (b) + δ U (b + d)] (2.2)
t=0 k=0 t=1 k=1

In both these equations it is assumed that the other player is playing a grim trigger
strategy.5
To find this δ ∗ in a discounted supergame, note that U (·) was assumed to be
strictly monotonic, and thus it has an inverse. This allows me to rewrite equation
2.1 as the following equation
b−a
δ= (2.3)
b−d

Thus in discounted supergames, a players utility function does not impact the cutoff
value of delta, δ ∗ , that dictates what their optimal first period action is.
In supergames featuring random termination of the supergame however, equa-
tion 2.2 can only be simplified


X Xt ∞
X t
X
t t
δ U( a) = [U (b) + δ U (b + d)]
t=0 k=0 t=1 k=1

5
This assumption is standard in the literature. Grim Trigger is the strategy that establishes the
lower bound for what δ values support cooperation as a subgame perfect equilibrium for the repeated
Prisoner’s Dilemma because it is the harshest possible punishment. See Dal Bó and Fréchette (2011)
and Blonski, Ockenfels and Spagnolo (2011).

44
which directly depends on U (·) and not just the payoff parameters and δ. Thus
subjects utility function directly impacts the cutoff value δ ∗ . One possible channel
for this impact is a player’s risk attitude.
Specifically, as players get more risk averse, the critical δ ∗ value needed to
support cooperation as a subgame perfect equilibrium increases above the value of
δ ∗ for the equivalent discounted supergame. This is because risk averse players
have concave utility functions and thus decreasing marginal utility. This means
that even though a > d, the difference between U ( t+1
P Pt
k=0 a) − U ( k=0 a) and

U (b + t+1
P Pt
k=1 d) − U (b + k=1 d) gets smaller as t gets larger. Thus the differences

between cooperation and defection in the early periods have a greater impact on the
decision making process. Thus at the discounted value of δ ∗ , risk averse players
prefer to defect. Therefore in order to make a risk averse player indifferent between
cooperating and defecting, more “probability weight” needs to be placed on later
periods, and less need to be put on earlier periods. This is done by increasing δ.
Similarly, as players get more risk loving, the critical δ ∗ for a random termina-
tion supergame decreases below the value for the discounted supergame. This is
due to the fact that risk loving players have convex utility functions and thus in-
creasing marginal utility. This means that the additional a payoffs in later periods
from cooperation have a greater impact on utility than the d payoffs in later periods
following a defection. Thus risk loving players strictly prefer to cooperate in the
first period at the discounted δ ∗ value. Thus to make these players indifferent less
“probability weight” needs to be placed on these later periods and more needs to be
put on the earlier periods. This is done by decreasing δ. These two arguments lead
to the following result.

Result 2.1. As players get more risk averse (loving), the critical discount factor

45
needed to support cooperation in a random termination supergame, δ RT , becomes
larger (smaller) than the critical discount factor needed to support cooperation in
a discounted supergame, δ DISC .

Finally for risk neutral players, the cutoff value δ ∗ is the same in both settings.6
7

2.3 Experimental Design

This experiment was presented to subjects in two parts. The first part was a series
of risk elicitation tasks, followed by a short quiz on those tasks. After all subjects
completed the first part of the experiment, they were given instructions for the sec-
ond part of the experiment which involved a series of repeated games that were
either randomly terminated or featured discounted payoffs over an "infinite" time
horizon. After the subjects finished playing all the supergames, they were paid in
cash, in private, and were dismissed from the laboratory.
6
If the player is risk neutral then their utility function
P∞is justPan affine transformation
P∞ of their
t
payoff. Therefor equation 2.2 can be rewritten as (1−δ) t=0 δ t k=0 a = (1−δ)[b+ t=0 δ t (b+
Pt
k=1 d)] which is equivalent to equation 2.3
7
This result is in contrast to what Zeng, Li, Chen and Nan (2016) find. They show in their model
that cooperation goes up in the repeated game as players get more risk averse. However, there are
two stark differences between the Zeng et al. model and the model I present here. First is that in their
model interaction between the two players happens over a finite number of periods. Secondly they
p̄i
assume subjects have a utility function of the form ui = 1+α i ·ri
where p̄i is the subjects average per
period earnings, αi is their measure of risk attitude with αi = 0 denoting a subject being completely
risk loving and αi > 0 denoting some amount of risk aversion, and ri is the standard deviation of
p̄i . They then run players with these preferences through an evolutionary learning model to see what
type of strategies subjects with different risk attitudes settle on. An important thing to note about this
model is that it takes an ex post perspective when evaluating subjects preferences, were as the model
I present takes an ex ante perspective towards what to do in the first period of the supergame. This
difference is enough to change what type of predictions arise from these two different models. Van
Assen and Snijders (2010) also show this experimentally. Sabater-Grande and Georgantzis (2002)
on the other hand show in an experiment that risk averse subjects are more likely to play the stage
game NE in a repeated Prisoner’s Dilemma.

46
2.3.1 Risk Elicitation Tasks

At the start of each session subjects were presented with three risk elicitation tasks
to preform. These tasks included a multiple-price list, a la Holt and Laury (2002),
The Eckel and Grossman (2008) lottery choice task, and the Bomb Risk Elicitation
Task (BRET) by Crosetto and Filippin (2013). The exact specifications for these
three tasks were adapted from Crosetto and Filippin (2016).8 The multiple-price
list and lottery choice list can be found on table 2.1. These three tasks were pre-
sented to subjects in a random order under the names RED, BLUE, and GREEN,9
with all instructions appearing on subjects’ computer screens along side the tasks
themselves. After subjects went through all three tasks they answered a series of
quiz questions relating to their payoffs from these tasks. At the end of the exper-
iment subjects that correctly answered all the quiz questions where payed for the
outcome of one randomly selected task. Subjects that missed one or more quiz
questions were not paid for the risk elicitation tasks.
The reason three risk elicitation tasks were chosen instead of just using one risk
elicitation task has to do with the findings in Crosetto and Filippin (2016). The
authors show that the different risk elicitation tasks produce different estimates of
subjects’ risk attitudes simply due to the structural differences between the tasks.
For this reason I include multiple tasks in order to get a more well rounded estimate
of subjects’ risk attitude instead of relying on one biased estimate.
In the Holt-Laury multiple price list, subjects are asked to chose which lottery
they prefer for each of the 10 rows on the table. The specific table used in this
experiment is shown on table 2.1a. Option A is always a relatively safe lottery,
8
These specifications were used to ensure that a risk neutral subject would earn approximately
$5 in expectation from the risk elicitation tasks.
9
RED: Holt-Laury multiple price list. BLUE: BRET. GREEN: Eckel-Grossman lottery choice
task. This was done to control for any sort of order effect influencing the results of these tasks.

47
Table 2.1: Risk Elicitation Tasks
(a) Multiple-Price List
Option A Option B
1 9 1 9
1 10
$4 10 $3.20 10
$7.70 10 $0.20

2 8 2 8
2 10
$4 10
$3.20 10
$7.70 10
$0.20

3 7 3 7
3 10
$4 10
$3.20 10
$7.70 10
$0.20

4 6 4 6
4 10
$4 10
$3.20 10
$7.70 10
$0.20

5 5 5 5
5 10
$4 10
$3.20 10
$7.70 10
$0.20

6 4 6 4
6 10
$4 10
$3.20 10
$7.70 10
$0.20

7 3 7 3
7 10
$4 10
$3.20 10
$7.70 10
$0.20

8 2 8 2
8 10
$4 10
$3.20 10
$7.70 10
$0.20

9 1 9 1
9 10
$4 10
$3.20 10
$7.70 10
$0.20

10 0 10 0
10 10
$4 10
$3.20 10
$7.70 10
$0.20
Notes: The above is a Holt-Laury style Multiple-Price list risk elicitation table. For each row
subjects choose which gamble they prefer, Option A or Option B. Subjects that are paid for this
task receive the realization of the gamble they selected from one randomly chosen row. A risk
neutral subject would choose Option A for rows 1-4 and Option B for rows 5-10.
(b) Lottery Choice Task
Choice Probability(%) Outcome
1 A 50 $4
B 50 $4
2 A 50 $6
B 50 $3
3 A 50 $8
B 50 $2
4 A 50 $10
B 50 $1
5 A 50 $12
B 50 $0
Notes: The above is an Eckel-Grossman style lottery choice task. Subjects in this task choose
which of the five gambles they most prefer. Subjects paid for this task receive the realization of
their chosen gamble. A risk neutral subject would choose gamble 5.

48
while option B is always a relatively risky lottery. The probability of the high
payoff increases as one moves down the table, with the 10th row being a test of
rationality. There subjects are simply asked if they prefer $4 for sure or $7.70 for
sure. For the first four rows of the table, the expected value of option A is greater
than the expected value of option B. This switches for the last six rows of the table.
Thus a risk neutral subject would choose option A for the first four rows and option
B for the last six rows. Subjects that were paid for this task were paid the realization
of the lottery they chose on one randomly selected row.
For the Eckel-Grossman lottery choice task, subjects chose their preferred lot-
tery out of a list of 5 lotteries. The lotteries used in this experiment are listed on
table 2.1b. As one moves down the table the expected payoff of the lottery goes up,
but so does the variance. Thus the most risk averse subjects will select lottery 1,
while the least risk averse subjects choose lottery 5. Subjects who are risk neutral
or risk loving also choose lottery 5.
In the BRET subjects are asked to collect any number of boxes they wish to out
of 100. Boxes are collected in numerical order, so they are asked to chose a number
between 0 and 100. For every box they chose to collect, they earn $0.20. However
one of the 100 boxes contains a mine, and each box is equally likely to contain the
mine. If the subject collects the box that contains the mine, they instead earn $0. In
essence subjects are choosing their preferred lottery out of 101 total lotteries where
each lottery is of the form 
k

$0

100
(2.4)
100−k

$0.2k

100

where k is the number of boxes they chose to collect. The lottery with the highest
expected value is k = 50, so this is the choice a risk neutral subject would make.

49
A risk averse subject would collect less than 50 boxes, while a risk loving subject
would collect more than 50 boxes.
After a subject completed all three tasks they answered three quiz questions. For
each quiz question subjects were told what the outcome of any random component
of one of the three tasks was and then they were asked what their payoff was for
that task. For example, in the lottery choice task, the quiz question would tell them
whether choice A or B was randomly chosen, and remind them of what lottery they
selected, and then they were asked to identify their payoff based on that information.
Subjects answered these questions with a drop down menu. For Eckel-Grossman
and Holt-Laury, all the payoffs from the tables were provided as an option for them
to choose. For the BRET, subjects could choose between the number of boxes
collected times $0.20, the number of the box that held the mine times $0.20, or $0.
I had subjects go through these quiz questions to see whether or not they actually
understood the tasks . If subjects could not tell me how much they earned from these
tasks after the realization of any randomness, it is likely they did not understand the
tasks at all. If subjects did not understand the tasks then it makes the results of
the risk elicitation tasks less reliable and increases the likelihood that the subjects
will not be able to understand the repeated game section of the experiment either.
In order to ensure that subjects took these quiz questions seriously, they were told
that they would only be paid for the first three tasks if they completed all three
quiz questions correctly prior to participating in the tasks. If they did so then they
were paid for the outcome of one task chosen at random. They were told whether
or not they got the quiz questions correct at the end of the experiment, after they
completed all the repeated games.

50
Figure 2.2: Prisoner’s Dilemma Figure 2.3: Battle of the Sexes

C D A B
C 10, 10 1, 17 A 4, 4 8, 16
D 17, 1 7, 7 B 16, 8 4, 4

Notes: This is the Prisoner’s Dilemma Notes: This is the Battle of the Sexes matrix
matrix used in the experiment. It was chosen used in the experiment. The payoff ratio
so that δ ∗ = 0.7. Neutral action labels were comes from Ioannou and Romero (2014)
used in place of C and D for the experiment with the payoffs scaled up to be similar to
(U and D for the row player and L and R for those from the Prisoner’s Dilemma Neutral
the column player). action labels were used in place of A and B
for the experiment (U and D for the row
player and L and R for the column player).

2.3.2 Repeated Games

In the second part of the experiment, subjects participated in a series of repeated


games. Each of these games featured one of the two stage games shown in fig-
ures 2 and 3.10 This payoff specification for the Prisoner’s Dilemma was chosen
so that the critical δ ∗ in the discounted supergames, and in the random termination
supergames when the subject is risk neutral, was equal to 0.7. δ ∗ = 0.7 was chosen
because I wanted the risk neutral threshold to be in the middle of the distribution of
discount factors used in this experiment. This was done so I could see any potential
differences in choices made by both risk averse subjects and risk seeking subjects.11
The full list of δ values can be found on table 2.2. The ratio of the payoffs for the
Battle of the Sexes game was taken from Ioannou and Romero (2014), with the
payoffs scaled up so that they were comparable to the prisoner’s dilemma payoffs.
At the start of each supergame subjects were randomly matched with another sub-
10
During the experiment the row player actions were labeled U and D, while the column player
actions were labeled L and R during all supergames, regardless of payoff matrix. Additionally
subjects always played as the row player to help prevent any confusion about which action was
theirs and which was the other subject’s.
11
This threshold is not uncommon in the literature. Dal Bó and Fréchette (2011) use a similar
threshold in one of their games.

51
Table 2.2: δ Values

Discounting 0.50 0.60 0.65 0.70 0.75 0.80 0.85 0.90


Random Termination 50 60 65 70 75 80 85 90
Notes: This is the full list of δ values used in this experiment. In the discounting supergames this
number was referred to as Delta. In the random termination supergames it was referred to as the
Threshold Number. The wide variety of δ values was chosen in order to help find variations in
cooperation rates due to variations in subjects’ risk attitudes.

ject to play these games. During each period of play subjects were asked to chose
which action they prefer to play, as well as which action they believed the other
player would play in that period.12 After both subjects made their choices, they
were then shown the outcome of that period, and their payoffs for that supergame
were updated appropriately.
Each supergame featured either random termination of the supergame, or dis-
counting with an "infinite" time horizon. In the random termination treatments all
matches between subjects progressed together period by period. Once every subject
made their decision, the experimenter rolled two ten sided dice, one representing
the tens place and the other the ones place of a two digit number. If the number
rolled was less than or equal to 100 times the δ value13 used in that supergame,
then that supergame continued for at least one more period. If instead the number
rolled was strictly greater than 100 times δ, then that supergame ended. Subjects
were reminded of this rule on their computer screen after each period. The choice
to roll dice as opposed to have the computer randomly generate whether or not the
supergame continued, or predrawing the number of periods was made in order to
make the uncertainty about the length of the random termination supergames more
salient. I wanted to ensure that subjects knew that these supergames ended ran-
12
Beliefs were not incentivized in this experiment. They were apart of the original experimental
code and were not removed. They were later decided to be used in analysis. Those results should be
taken with a grain of salt.
13
In the instructions this was referred to as the Threshold Number

52
domly, while the discounted supergames did not. Therefore I wanted to make the
randomness as visible as possible. Thus dice were used to determine when the
random termination supergames ended.
In the supergames with discounting over an "infinite" time horizon subjects
played a supergame as it is traditionally described in theory. In each period of
the supergame the payoffs in the game matrix were reduced by a fixed percentage
δ and an infinite number of periods were played, where subjects payoffs were the
sum of their earnings in the infinite number of periods. However, one departure
from theory was made. Since I could not actually keep subjects in the lab to play an
infinite number of periods, I gave the subjects the option to opt out of continuing to
play the supergame after each period. Additionally, the payoffs from a discounted
game get so small they fail to satisfy dominance, as defined in Smith (1982). Since
the exact point in time this is true will vary from subjects to subject, the opt out
option is the cleanest way to give the subjects control over this, while still main-
taining an indefinite time horizon. In exchange for opting out, subjects were given
a continuation payoff to compensate them for all the periods that they could have
played but did not.
This continuation payoff was equal to the infinitely discounted sum of the min-
imum payoff14 the subject could receive from the payoff matrix in the period the
supergame ended. Subjects were made aware of the existence of the continuation
payoff in the instructions, and were informed about exactly what the continuation
14
The minimum payoff was chosen for two reasons. First, I wanted to ensure that the continuation
payoff did not influence the decisions subjects made during play. This is why the discounted value of
subjects’ average payoff was not used. Second, I wanted as strong a distinction as possible between
the random termination supergames and the discounted supergames. This is why I did not just give
them the infinitely discounted sum of a random payoff from the matrix in the period the supergame
ended. The maximum payoff could not be selected, because then subjects would be incentivized
to opt out immediately and receive their highest possible payoff. Thus the minimum payoff was
chosen.

53
payoff was in each period before they chose whether or not to opt out. Addition-
ally, subjects were told what the maximum amount they could possibly earn was
if the continued to play. For example, if subjects were playing with the Prisoner’s
Dilemma stage game and δ = 0.8, then their they would be told at the end of period
5 that their maximum remaining payoff would be 34.82 and that their continuation
payoff in the match if the match ended in that period would be 2.05. I provided
them with this information to further assist them in making their decision about
when to opt out.
Lastly, these discounted repeated games lasted until both subjects chose to opt
out. This choice was made in order to help maintain certainty of experience. If
the supergame ended after the first subject chose to opt out then half the subjects
would not know when their supergame would end. Since uncertainty of the exact
game length is a feature of random termination that this treatment was designed to
avoid, it was decided to end the supergame after both players chose to opt out.15
This meant that in many instances, subjects continued manually making decisions
even after they chose to opt out.
In addition to the two stage games and the two ending rules, subjects also played
these supergames with a wide variety of δ values. All eight values used in this ex-
periment are listed on table [Link] table presents these values in the same way they
were presented to the subjects in both the discounted supergames and the randomly
terminated supergames. The reason I used eight distinct δ values was because mi-
nor variations in subjects’ risk attitude could potentially lead to swings in whether
or not they would consider cooperating in the prisoner’s dilemma.
For example, if we assume subject’s utility functions takes the form U (x) = xr
15
This choice does still introduce uncertainty of when the supergames ends for the subject that
chose to opt out first in the periods after they chose to opt out. For this reason, only the periods prior
to either subject opting out was considered in the analysis of the results of this experiment.

54
where r, the coefficient of risk attitude, is some real valued number,16 then a subject
who is indifferent between cooperation and defection against a grim trigger strategy
in a random termination supergame when δ = 0.80 would have r = 0.319. This is
equivalent to saying that they would choose lottery number two in Eckel-Grossman
or collect 24 boxes in the BRET. If instead they are indifferent when δ = 0.75,
then they would have r = 0.656 which implies choosing lottery number four in
Eckel-Grossman or collecting 40 boxes in the BRET. These two subjects are quite
different even though their cutoffs are somewhat close. Thus this variety in δ values
is used to help show changes in behavior more fluidly than a courser set of δ values
would allow.
The two payoff matrices, two ending rules, and eight δ values result in 32 dis-
tinct treatments. In each session all subjects participate in each treatment once.
These treatments were presented in a random order in an attempt to control for any
order effects.

2.3.3 Hypotheses

The model described in section 2.2 provides the basis for the main hypothesis of
this paper. This hypothesis has to do with cooperation in the Prisoner’s Dilemma.

Hypothesis 2.1. Amongst Risk Averse Subjects, for each δ, first period cooperation
rates will be higher in discounted supergames than they will be in random termina-
tion supergames.

From result 1 we know that risk averse agents require higher δ values in order
to want to cooperate in a randomly terminated repeated Prisoner’s Dilemma. Thus,
more cooperation is expected in the discounted supergames.
16
For this utility specification a subject is risk averse when r < 1, risk neutral when r = 1, and
risk loving when r > 1.

55
For the Battle of the Sexes, no sharp predictions exist. This is because any
patterns of play that could emerge involve playing stage game Nash Equilibria.
Thus these patterns can be supported for any value of δ. This means that subjects’
risk attitudes and the supergames ending rule should have no impact on their de-
cision making. However, there could be differences between how subjects view
discounted supergames and random termination supergames other than their risk
attitude. Therefore, the Battle of the Sexes supergames will be used as a bench
mark to see if any unaccounted for differences exist.

2.4 Results

A total of seven session of this experiment were run at the Economics Science Lab-
oratory at the University of Arizona. Each session had between 8 and 14 subjects.
On average a session lasted approximately two hours and subjects were payed an
average $19.12, with a maximum payment of $46.40 and a minimum payment of
$6.40. Subjects were paid for what they earned in one randomly selected supergame
out of they 32 played, with an exchange rate of 3 experimental units to $1, any earn-
ings they received for the risk elicitation tasks, as well as a $5 show up fee. 68%
of subjects successfully completed the quiz and were paid for the outcome of one
randomly selected risk elicitation task. Due to computer errors, no usable data was
generated by either of the first two sessions. Thus all data in this paper comes from
50 subjects who participated in the last five sessions.
Table 2.3 shows the summary statistics from the three risk elicitation tasks the
subjects participated in. For the Eckel-Grossman and Holt-Laury tasks, these find-
ings are similar to findings elsewhere in the literature. For the BRET however,
subjects in this study chose on average between six and eight fewer boxes than pre-

56
Table 2.3: Summary Statistics: Risk Elicitation Tasks

Eckel-Grossman (EG) Holt-Laury (HL) BRET


Mean 3 5.64 34.8
SD 1.40 1.61 18.06
Max 5 10 87
Min 1 2 1
Median 3 5.5 32.5
Notes: For EG the statistic is which lottery they chose. For HL it is the number of times they chose
the relatively safe lottery. For the BRET it is the number of boxes they chose to collect. These
estimates are similar to those typically reported in the literature, with the exception of the BRET.
For that task subjects in this experiment report being more risk averse.

Table 2.4: Risk Elicitation Correlations

r Value Estimates
BRET HL
EG -0.100 0.376∗∗
HL 0.047
Notes: **: significant at the 5% level after applying the Bonferroni Multiple Hypotheses
Correction. Holt-Laury was measured in the number of safe choices. More safe choices is more
risk averse, so negative correlation with HL implies risk aversion goes up with both simultaneously
for the Raw Measures.

viously reported.17 Table 2.4 provides evidence for why multiple risk elicitation
tasks are necessary to get a well round view of subjects risk attitudes. None of
the three tasks are highly correlated with one another. To address this, these mea-
sures were transformed into the measure of risk aversion, r, for the utility function
U (x) = xr .18 These measure were then averaged to get a pooled estimate of sub-
ject’s risk attitude.19 Summary statistics for the r measures for each task and the
pooled estimate can be found on table 2.5.
17
In Crosetto and Filippin (2013) subjects collected on average 46 boxes, while in Crosetto and
Filippin (2016) the average was around 40 boxes collected.
18
Thresholds from Crosetto and Filippin (2016) were used to determine the r values for the sub-
jects in this study.
19
In addition to doing a straight average, a weighted average that minimized the squared distance
between the average and the individual components was also examined. The weighted average
that minimized this squared distance was simply using the BRET Measure. Using that measure
resulted in categorizing 43 subjects as risk averse, as opposed to the straight average where 47 were
categorized as risk averse. This difference is small enough that the straight average was used.

57
Table 2.5: r Values for U (x) = xr

Eckel-Grossman (EG) Holt-Laury (HL) BRET Pooled Average


Mean 0.148 0.578 0.702 0.476
SD 0.661 0.401 0.910 0.413
Median 0.474 0.590 0.447 0.459
Notes: For all four columns, the estimated r values is the statistic reported. The Pooled Average is
a straight, unweighted average of the first three measures.

An individual with this utility functions is considered to be risk averse if r < 1,


risk neutral if r = 1, and risk seeking if r > 1. In this subject pool, both the
mean and median subject are risk averse. Furthermore, 47 of the 50 subjects that
participated in this experiment are risk averse based on their pooled estimate of
r.20 Thus for the remainder of the section, all data on subjects choices will be
presented as a whole, instead of broken down by risk attitude. Appendix A.2 has
more information about the risk a characteristics of the subjects in this study for the
interested reader.

2.4.1 Actions

Table 2.6 shows first period behavior for both stage games, while table 2.7 shows
subject behavior across all periods.21
For the Prisoner’s Dilemma each cell shows the relevant cooperation rate, while
for the Battle of the Sexes it shows how often subjects played the Strategy in Their
Preferred Equilibrium Outcome (STPEO). The rates are shown for all δs taken to-
gether and broken down by each δ individually. Additionally, figures 2.4 and 2.5
show CDFs of subjects’ first period behavior for both the Prisoner’s Dilemma and
20
A wider range of r values was considered when looking at whether or not someone was risk
neutral when determining this 47 number. A subject was considered risk neutral if their pooled
estimate for r was between 0.95 and 1.05. None of the subjects had a risk neutral estimate with this
increased range.
21
In the discounting supergames, only periods prior to the subject opting out were consider for
the All Period cooperation and STPEO rates.

58
Table 2.6: Summary of First Period Behavior
(a) Cooperation in the Prisoner’s Dilemma (b) STPEO in the Battle of the Sexes
Overall Disc RT Overall Disc RT
Overall 21.4% 23.0% 19.8% Overall 78.8% 79.5% 78.0%
δ = 0.5 17.0% 18.0% 16% δ = 0.5 78.0% 74.0% 82.0%
δ = 0.6 19.0% 20.0% 18.0% δ = 0.6 81.0% 80.0% 82.0%
δ = 0.65 22.0% 22.0% 22.0% δ = 0.65 81.0% 88.0% 74.0%
δ = 0.7 28.0% 26.0% 30.0% δ = 0.7 80.0% 82.0% 78.0%
δ = 0.75 19.0% 20.0% 18.0% δ = 0.75 77.0% 80.0% 74.0%
δ = 0.8 19.0% 22.0% 16.0% δ = 0.8 77.0% 76.0% 78.0%
δ = 0.85 23.0% 22.0% 24.0% δ = 0.85 76.0% 76.0% 76.0%
δ = 0.9 24.0% 34.0% 14.0% δ = 0.9 80.0% 80.0% 80.0%
Notes: Significance determined by a Wilcoxon Rank-Sum test with the Bonferroni Multiple
Hypotheses Correction. Overall in the top row is the relative rate across both treatments. Overall is
the first column is the relative rate across all δs. Disc is for the discounting supergames. RT is for
the random termination supergames. The unit of observation is a subjects average first period
cooperation rate for the given parameters in the Prisoner’s Dilemma or average first period STPEO
rate in the Battle of the Sexes.

the Battle of the Sexes respectively. Comparing these results to the prediction from
section 2.3.3, one can see that hypothesis 2.3.3 is soundly rejected. In only one
instance, δ = 0.9, is the cooperation rate in discounted Prisoner’s Dilemma su-
pergames higher than they are in random termination supergames in the first pe-
riod.22 Similarly for the all period cooperation rates, the only significant difference
observed was for δ = 0.7. This observation had random termination greater than
discounting, the opposite of what was observed in the first period cooperation rates.
There is also only one δ value for which the rate that subjects play the STPEO
is higher in random termination Battle of the Sexes supergames than it is in the
discounted supergames, and that was δ = 0.5 across all periods. For all other δs
across all periods, and all δs in the first period, the rate of cooperation or STPEO
play is statistically indistinguishable between random termination supergames and
discounted supergames.
22
Wilcox-rank sum tests were used to check for significant differences.

59
Table 2.7: All Periods Behavior
(a) Prisoner’s Dilemma
Overall Disc RT
Overall 18.3% 19.0% 17.1%
δ = 0.5 16.4% 17.2% 15.6%
δ = 0.6 14.3% 12.7% 18.1%
δ = 0.65 16.8% 17.3% 23.1%
δ = 0.7 23.6% 18.7% 27.4%
δ = 0.75 16.6% 17.7% 15.7%
δ = 0.8 19.1% 18.5% 18.6%
δ = 0.85 17.7% 18.9% 20.8%
δ = 0.9 17.6% 21.3% 14.5%

(b) Battle of the Sexes


Overall Disc RT
Overall 72.1% 72.5% 72.8%
δ = 0.5 76.0% 71.4% <∗∗ 83.0%
δ = 0.6 72.8% 77.6% 74.8%
δ = 0.65 73.7% 75.3% 73.0%
δ = 0.7 78.1% 79.7% 77.0%
δ = 0.75 69.5% 69.3% 68.8%
δ = 0.8 74.6% 74.8% 77.3%
δ = 0.85 72.3% 71.5% 72.5%
δ = 0.9 71.7% 70.9% 74.1%
Notes:** significant at the 5% level. Significance determined by a Wilcoxon Rank-Sum test with
the Bonferroni Multiple Hypotheses Correction. Overall in the top row is the relative rate across
both treatments. Overall is the first column is the relative rate across all δs. Disc is for the
discounting supergames, where all periods prior to the subject opting out were considered. RT is
for the random termination supergames, where all periods of the supergame were considered. The
unit of observation is a subjects average cooperation rate across all periods for the given parameters
in the Prisoner’s Dilemma or average STPEO rate across all periods in the Battle of the Sexes.

60
Figure 2.4: First Period Cooperation Figure 2.5: First Period STPEO Play
PD Overall BoS Overall

% of Subjects % of Subjects

1 1

0.5 0.5

0.5 1 0.5 1
Cooperation % STPEO %
Notes: Figure 2.4 shows the CDF of first period cooperation rates in the Prisoner’s Dilemma. The
unit of observation is the cooperation rate of a subject in the first period across all Prisoner’s
Dilemma supergames. Figure 2.5 shows the CDF of first period STPEOs rates in the Battle of the
Sexes. The unit of observation is the STPEO rate of a subject in the firs period across all Battle of
the Sexes supergames.

61
In addition to examining differences in first period cooperation and STPEO play
rates within δs, I also wanted to see how these rates varied across δs.23 To do this
I ran logit regressions with a dummy for action choice24 as the endogenous vari-
able on a dummy for treatment type25 and a dummy variable for each δ-value, with
δ = 0.50 as the baseline. I ran these regression both with just these exogenous
variables and also controlling for subjects risk attitudes and whether or not they
correctly answered all three quiz questions. Risk attitudes were controlled for by
using the BRET r value estimates. The BRET was used because the r value esti-
mates from the BRET were most similar to what has been typically observed in the
literature, and thus would be the most direct comparison to a typical subject popu-
lation. Additionally this measure was interacted with the Treatment Type dummy.
This was done because changes in Treatment Type is what is supposed to drive
the impact of risk attitude. The regressions were run separately for the Prisoner’s
Dilemma supergames and the Battle of the Sexes supergames. Results from the
regressions can be found on table 2.8.
Unsurprisingly, the treatment type that subjects played with had no impact on
cooperation rates or how often subjects played the STPEO in the first period of a
supergame. Changes in δ however did impact cooperation rates in the first period
of the Prisoner’s Dilemma supergames. Subjects cooperation rates were roughly
eight percentage points higher for supergames with δ = 0.90. No other δ value was
significantly different from δ = 0.50. Changes in δ did not have any statistically
significant impact on how often subjects played the STPEO in the first period of a
23
Regressions were only run for first period action choice. This is because after the first period,
the actions of the other subject a subject is matched with has a potential influence on action choice,
not just the parameters of the supergame.
24
For the Prisoner’s Dilemma, this dummy was equal to 1 if the subject chose to cooperate and 0
otherwise. For the Battle of the sexes, this dummy was equal to 1 if the subject chose the STPEO
and 0 otherwise.
25
Discounted supergames were 1, random termination supergames were 0.

62
Table 2.8: Logit Regression Marginal Effects

PD PD Risk BoS BoS Risk


Treatment Type 0.033 0.057 0.015 -0.007
(0.051) (0.061) (0.022) (0.043)
Delta=0.9 0.079∗∗ 0.079∗∗ 0.020 0.020
(0.037) (0.035) (0.035) (0.035)
Paid 0.064 -0.069
(0.061) (0.064)
Risk Est. * Treatment -0.038 0.033
(0.024) (0.035)
Notes: ** significant at the 5% level. Standard errors were two-way clustered by subjectID and
sessionID. PD is the Prisoner’s Dilemma, where the dependent variable was a dummy variable for
first period action choice equal to 1 for cooperate and 0 for defect. BoS is the Battle of the Sexes,
where the dependent variable was a dummy variable for first period action choice equal to 1 for
STPEO and 0 for the other action. Treatment Type was a dummy variable equal to 1 for
discounting and 0 for random termination. Paid was a dummy variable equal to 1 if the subject
successfully passed the pre-experiment quiz, and 0 if they did not. Risk Est. is the estimated r
value coming from the BRET task.

Battle of the Sexes supergame. Finally controlling for subjects risk attitudes did not
have any noticeable impact on how the ending rule or δ effected these rates.

2.4.2 Patterns of Play

In addition to looking at how subjects approached the first period of play, I also
looked to see if any sort of patterns emerged in these supergames. This is used as a
further check for differences between the random termination supergames and the
discounted supergames. Because the δ values are relatively small, the lengths of
many of the supergames played in this experiment were exceedingly short. For this
reason patterns are defined in the following way:

1. In the first period of the sequence, the first outcome of the stage game in the
pattern was played.

2. In the second period of the sequence, the second outcome of the stage game

63
Table 2.9: Existence by Stage Game

Overall Disc RT
Prisoner’s Dilemma 70.5% 80.7% >∗∗∗ 57.2%
Battle of the Sexes 79.1% 93.4% >∗∗∗ 61.5%
Notes: *** significant at 1% level. Significance determined by a Wilcoxon Rank-Sum test with the
Bonferroni Multiple Hypotheses Correction. Disc is for the discounting treatment. RT is for the
random termination treatment. Overall is the rate for both treatments combined. Each entry is the
percentage of supergames in that category where at least one pattern was observed. Such
supergame is said to have converged to a pattern.

in the pattern was played.

3. Additionally in the second period, the subjects’ beliefs about the other sub-
ject’s action were the same as the action the other subject actually took.

This specification means that I am looked for two period patterns. The specific
patterns I looked for depended on the stage game:

• For the Prisoner’s Dilemma the two patterns I looked for were both subjects
played cooperate in both periods or both subjects played defect in both peri-
ods.

• For the Battle of the Sexes I looked for four patterns. These were settling
on one Nash Equilibrium of the stage game for both periods, alternating be-
tween the two Nash Equilibria of the stage game, or both subjects playing the
STPEO action in both periods.

Overall, the patterns emerged in 59.6% of all supergames.26 This statistic includes
random termination supergames that ended after the first period, and discounted
supergames where one of the subjects opted out after the first period. By definition
such a supergame could never converge to a pattern, since at least two periods are
26
In 71.5% of all periods subjects reported beliefs matched the action the other subject they were
matched with chose.

64
Table 2.10: Prisoner’s Dilemma Patterns

Overall Disc RT
Cooperation 8.2% 6.8% 10.7%
Defection 93.8% 95.9% 89.9%
Multiple 2.0% 2.7% 0.6%
Notes: Significance determined by a Wilcoxon Rank-Sum test with the Bonferroni Multiple
Hypotheses Correction. Disc is the discounting treatment. RT is the random termination treatment.
Overall is both treatments. Cooperation means a cooperation pattern emerged. Defection means a
defection pattern emerged. Multiple means both patterns emerged. Each percentage is the
percentage of supergames that converged that contain at least one instance of the appropriate
pattern.

needed to define a pattern. After removing those supergames from the data, pat-
terns emerged 74.8% of the time.27 Table 2.9 further breaks down the existence
by stage game and ending rule. Patterns were more likely to emerge in a Battle
of the Sexes supergame as compared to a Prisoner’s Dilemma supergame. Patterns
were also more likely to emerge in discounted supergames as compared to random
termination supergames, regardless of game matrix.
Tables 2.10 and 2.11 show how often each pattern occurred in the supergames
where patterns emerged. For the Prisoner’s Dilemma, defection patterns were sig-
nificantly more likely to arise in discounted supergames than they were in ran-
dom termination supergames. Supergames where both patterns emerged were also
more likely to occur in discounted supergames compared to random termination
supergames. However, none of the differences between the two treatments are sig-
nificant.
For the Battle of the Sexes, the differences were even greater. Alterations oc-
curred in a greater percentage of random termination supergames compared to dis-
counted supergames. Discounted supergames, by comparison have a higher per-
centage of supergames where patterns where only one player’s preferred equilib-
27
The percentage of the time subjects reported correct beliefs remained the same.

65
Table 2.11: Battle of the Sexes Patterns

Overall Disc RT
Alternation 32.1% 29.1% 37.5%
Column’s Preferred 18.9% 22.4% >∗ 12.5%
Row’s Preferred 15.7% 18.7% 10.2%
Fight 60.8% 65.0% >∗ 52.8%
Multiple 25.9% 32.8% >∗∗∗ 13.1%
Notes: *** significant at 1% level. * significant at 10% level. Significance determined by a
Wilcoxon Rank-Sum test with the Bonferroni Multiple Hypotheses Correction. Disc is the
discounting treatment. RT is the random termination treatment. Overall is both treatments.
Alternation is the pattern where subjects play one equilibria in the first period then the other
equilibrium in the next period emerged. Column’s preferred is the pattern where they play the
column player’s preferred equilibrium emerged. Row’s preferred is the pattern where they play the
row player’s preferred equilibrium emerged. Multiple means more than one pattern emerged. Fight
is when each play plays the STPEO action each period. Each percentage is the percentage of
supergames that converged that contain at least one instance of the appropriate pattern.

rium was played. This difference was significant for the Column player’s preferred
equilibrium. Fights, each subject playing the STPEO in both periods, were also sig-
nificantly more common in discounted supergames. This is likely a driving force
in why Multiple patterns existing within supergames was more common in dis-
counted supergames. Subjects would start by fighting and then move to one of their
preferred equilibria.
To determine what influenced emergence of patterns, I ran logit regressions with
a dummy for emergence as the endogenous variable.28 The exogenous variables
were a dummy for treatment type,29 a dummy for each δ value with δ = 0.50 as
the baseline, and the number of periods the match lasted. The reason I included
the last exogenous variable was because the discounted supergames tended to last
much longer than the random termination supergames, as can be seen on table 2.12.
Because longer supergames are more likely to contain a pattern, I did not want
this effect to be attributed ending rule when in reality it was just the fact that the
28
1 if a pattern emerged in that supergame, 0 otherwise.
29
Same as before.

66
Table 2.12: Summary Statistics: Supergame Length

Overall Disc RT
Mean 11.01 17.33 4.69
SD 11.89 13.18 5.42
Max 78 78 28
Min 1 2 1
Median 8 14 3
Notes: Overall provides the statistics for both treatments combined. Discounting shows the
summary statistics on supergame length for the discounting treatment and Random Termination
does the same for the random termination treatment. In all measure, discounting supergames are
longer than random termination supergames.

supergames were longer. As before I ran two specifications for each stage game,
one controlling for risk attitude and whether or not the subject was paid for the first
part of the experiment, and another without these controls. The results of these two
regression are on table 2.13.
There are notable differences in the significant parameters between the two
stage games. For the Battle of the Sexes, both the Treatment Type, and the Su-
pergame Length are significant. This makes sense, because longer supergames lead
to more opportunities for patterns to exist, and discounted games also naturally lead
to longer supergames. Things are a somewhat different for the Prisoner’s Dilemma
supergames. In the model without the risk controls, both Treatment Type and the
dummy for δ = 0.75 are significant. Since none of the other δ dummies are signifi-
cant, this result is likely just an outlier. In the model with risk controls however, the
coefficient for Treatment Type is not significant, but the interaction between Treat-
ment Type and the estimate of subjects risk attitude is. This coefficient implies
that as subjects get more risk seeking, they are more likely to play a pattern in dis-
counted supergames. This provides some evidence for the theory model presented
in section 2.2, that changes in risk attitude cause differences in behavior between
discounted and randomly terminated supergames. However, since the Treatment

67
Table 2.13: Existence Regressions Marginal Effects

PD PD Risk BoS BoS Risk


Treatment Type 0.185∗∗∗ 0.116 0.137∗∗ 0.111∗∗
(0.057) (0.072) (0.069) (0.047)
Delta=0.75 -0.104∗∗∗ -0.114∗∗ -0.005 -0.0003
(0.035) (0.046) (0.097) (0.092)
Supergame Length 0.007 0.007 0.017∗∗∗ 0.016∗∗∗
(0.006) (0.005) (0.001) (0.003)
Paid -0.098 0.020
(0.088) (0.031)
Risk Est. * Treatment 0.106∗ 0.036
(0.054) (0.074)
Notes: *** significant at the 1% level. ** significant at the 5% level. * significant at the 10% level.
Standard errors were two-way clustered by subjectID and sessionID. PD is for the Prisoner’s
Dilemma. BoS is for the Battle of the Sexes. The dependent variable for all regressions was a
dummy variable equal to 1 if the supergame converged to a pattern and 0 otherwise. Treatment
Type was a dummy variable equal to 1 if it was a discounting supergame and 0 otherwise. Paid was
a dummy variable equal to 1 if the subject successfully passed the pre-experiment quiz, and 0 if
they did not. Risk Est. is the estimated r value coming from the BRET task.

Type dummy is still significant for the Battle of the Sexes regressions, risk attitude
is not the only channel that is causing differences between the two treatments.

2.5 Conclusion

The goal of this study was to determine if departures from risk neutrality caused
subjects to make different decisions in repeated games that are randomly termi-
nated compared to those that are infinitely discounted. To do this I first had subject
participate in a series of risk elicitation tasks to get a well round picture of their risk
attitude. I then had them play a series of repeated games where the discount factor,
stage game, and ending rule was varied to see their choices in a variety of situations.
The two ending rules used was standard random termination and a new treatment
designed to capture features present in theoretical discounting models that are not
present in random termination. In this new treatment, the payoffs in the stage game

68
are discounted every period and subjects play for an indefinite number of periods.
Subjects are given the option to opt out of continuing to play these supergames.
This opt out both allows these supergames to end in a finite amount of time, and
ensure that these supergames satisfy dominance (Smith 1982).
I find no difference in first period action choice across the two ending rules in
both the Prisoner’s Dilemma and the Battle of the Sexes. This is true without con-
trolling for subjects’ risk attitudes and with controlling for them. I do find a differ-
ence in how often simple patterns emerge across the two treatments. These simple
patterns formed more often in supergames featuring the new discounted treatment.
This difference holds even when controlling for the length of the supergame. Differ-
ences in risk attitude lead to a difference in how often patterns existed in Prisoner’s
Dilemma supergames, but do not explain the treatment differences in the Battle of
the Sexes. These results lead me to believe that subjects’ risk attitude is not the sole
influence of behavioral differences between randomly terminated repeated games
and “infinitely” discounted ones.
Returning to the model presented in section 2.2, it is important to note that δ ∗
is the same between random termination and discounting when U (·) is an affine
function, and not specifically when subjects are risk neutral. Thus, other potential
transformations of U (·) could be what is causing the differences between these two
treatments, and not subject’s risk attitudes. These channels could potentially be
higher order risk attitudes, such as prudence, models of noisy decision making, or
some other channel. Future research is need to determine if the theoretical model in
section 2.2 is an inaccurate description of how subjects think about repeated games,
or if a channel other than risk attitude is driving the potential differences found
there.

69
Chapter 3

Multi-Media Learning and


Experimental Economics
Instructions

3.1 Introduction

Instructions in experimental economics are like scientific instruments in other disci-


plines. While typically not the focus of study themselves, they are necessary tools
to conduct experiments. Some previous work has explored how experimental in-
structions should be written, but little work has focused on making sure the quality
of instructions are high enough to ensure subjects understand the decision environ-
ments they are placed in. This study borrows techniques from the Multi-Media
Learning literature in psychology, which is well summarized by Mayer and Fiorella
(2014), to devise a new set of experimental instructions for the Becker-DeGroot-
Marschak, henceforth BDM, mechanism. The goals of Multi-Media Learning is to
take advantage of multiple learning channels, typically audio and visual, to increase

70
the amount of information subjects can learn at once. This two channel approach
is coupled with techniques to reduce extraneous cognitive processing. High abil-
ity subjects, as measured by Cognitive Reflection Test (CRT) scores, that received
these instructions had a higher understanding of the BDM mechanism than those
that received standard experimental instructions.
Two sets of experimental instructions were adapted from the instructions used in
Cason and Plott (2014). One of these instructions were as close to theirs as possible,
with departures due to differences in experimental design. These instructions were
used as Standard, baseline, experimental economics instructions. The other set
of instructions used several of the techniques in Mayer and Fiorella (2014) to help
reduce cognitive load. The specifics of how these instructions were put together can
be found in section 3.2.1. The instructions from Cason and Plott (2014) were used
because they were the simplest recent instructions used for the BDM mechanism.
The BDM mechanism was chosen as this experiment’s primary decision envi-
ronment for several reasons. One, the primary purpose of the BDM mechanism
is to measure subjects Willingness to Pay or Willingness to Ask for goods. The
optimal action is to report these values truthfully. Therefore if subjects have in-
duced valuations, as they do in this experiment, they then have a unique, optimal
action that is known by the experimenter. This makes it a perfect task to measure
subject understanding. Two, the BDM mechanism is notoriously difficult for sub-
jects to understand.1 This makes it even easier to see differences in understanding
levels across different treatments, since understanding levels are quite low to begin
with.2 Three, the BDM is a useful tool for researchers trying to determine how sub-
1
See Healy (2018) and Burfurd and Wilkening (2018) for two recent examples of trying to im-
prove teaching the BDM mechanism to subjects.
2
In Cason and Plott (2014) subjects chose the optimal action between 10% and 44% of the time
depending on timing and treatment.

71
jects value different things. If the mechanism is well understood, it provides better
estimates for these valuations compared to similar tools, such as second price auc-
tions. Thus, discovering any techniques to improve subject understanding of this
mechanism is worth pursuing. The specifics of the BDM mechanism used in this
experiment are in section 3.2.2.
In addition to two sets of instructions, subjects in this experiment received one
of two pre-experiment quizzes. In half the treatments subjects received an Incen-
tivized pre-experiment quiz. For these quizzes, subjects were paid $0.50 for each
question they answered correctly. In the other treatments, subjects received an Un-
incentivized quiz. The Unincentivized quiz included the same questions as the In-
centivized quiz, but subjects were not paid for their correct answers. Incentivized
quizzes make incorrect answers more salient to subjects, which may in turn im-
prove understanding in the main experiment. Including an incentivized quiz also
creates situations where subjects receive multiple reinforcement methods ahead of
the main experiment, which Freeman et al. (2018) shows improves understanding.
Most previous work on experimental instructions have focused on the content
of the instructions. Many studies have looked into the affect of using instructions
that are contextualized in some way, as opposed to instructions that describe an
abstract decisions environment.3 Other papers have looked more directly into how
instructions are written. During the literature review for this project, three such
papers were found. First, Bigoni and Dragone (2012) looked at the impact different
ways of presenting instructions had on understanding in public goods games. They
found that shorter instructions reduced subject understanding, based on the number
of pre-experiment quiz questions answered incorrectly, unless they were coupled
3
see Alekseev, Charness, and Gneezy (2017) for an excellent survey of the literature on contex-
tual instructions.

72
with forced input and thus, active participation by the subjects.
Second, Ramalingam, Morales, and Walker (2018) also looked into the impact
of instruction length on subject understanding in public goods games. Borrowing
from Chandler and Sweller (1991), they argue that their longer instructions, with
more worked out examples and an emphasis on the positive externalities present
in public goods games, helps to reduce the germane (effective) cognitive load on
subjects. Using decision making time as a measure of understanding, they find that
subjects that received the longer instructions had greater understanding of public
goods games.
Third, Freeman et al. (2018) use a large survey4 to show the wide variation
in how instructions and other pre-experiment tasks are used in experimental eco-
nomics. They then used a variety of pre-experiment tasks to determine what most
improved subject understanding in a unique, experimental environment of their own
design. They found that combining multiple reinforcement methods improved un-
derstanding, with an incentivized pre-experiment quiz, going through the instruc-
tions twice, and providing paper instructions in addition to on screen instructions
doing the best job of improving understanding of their task.
In this study, high ability5 subjects who received Multi-Media Learning instruc-
tions had a better understanding of the BDM mechanism, as determined by the
rate at which they chose the optimal action, than those that received Standard in-
structions. This was true in both the first BDM market they participated in and
across all markets they participated in. Multi-Media Learning instructions also re-
duced how often subjects made a focal mistake following a mistake in the previous
4
260 papers published in either top five general interest journals or Experimental Economics
between January 2011 and December 2016
5
Here a high ability subject is one that scored either a 2 or a 3 on the CRT. More details on these
subjects can be found in section 3.3.4.

73
Table 3.1: Treatments

Instruction Type
Multi-Media Learning Standard
Quiz Incentivized MMI SI
Structure Unincentivized MMU SU

market. Incentivizing the pre-experiment quiz had a negligible effect on subjects


understanding of the BDM mechanism.

3.2 Experimental Design

The design of this experiment is broken down into two parts. The pre and post
experiment tasks subjects participated in, which looked to improve subject under-
standing of the BDM mechanism, or control for individual characteristics that could
impact understanding. These tasks are described in 3.2.1. The other part is the
description of the BDM mechanism subjects participated in. This mechanism is
described in 3.2.2. Finally the Hypotheses for this study, ahead of the experiment,
are found in 3.2.3.

3.2.1 Pre and Post Experiment Tasks

This experiment follows a 2x2 design, varying the different types of pre-experiment
tasks subjects participated in. In all treatments, subjects first received instructions
in the form of a short video, lasting between six and seven minutes depending on
the treatment, and then they took a short comprehension quiz before beginning the
primary experiment. There were two different types of instructions subjects could
receive, as well as two different types of quizzes. The design can be visualized on
Table 3.1.

74
The first dimension was the type of quiz subjects took following the instructions.
In all treatments, subjects answered the same six quiz questions. The order of these
questions was randomly determined for each session, but was the same order for all
subjects in that session. After every subject in a session finished the quiz, subjects
were given a chance to review their answers to the quiz. Questions were reviewed
in the same order they were taken. When reviewing a question, subjects were told
whether or not they answered the question correctly. If they answered it incorrectly,
they were told what the correct answer was and why. After each subject in a session
finished reviewing the quiz questions, they were told the total number of questions
they answered correctly, and then they moved onto the primary experiment.
The six quiz questions were broken down into three types of questions. The
first type was questions about the parameters of the game. One of these questions
asked subjects what their possible valuations were. The other asked them what
the possible range of posted prices was. The second type of question asked them
about the rules of the BDM mechanism. Subjects were given a possible offer price
and then were asked the range of posted prices that would either pay them their
valuation, or pay them the posted price. The third type of question asked them to
calculate their payoff. Subjects were given a valuation, an offer price, and a posted
price and were asked to report their earnings in that market.
The difference between treatments was whether or not subjects were paid for
their quiz answers. In the Incentivized treatments, subjects were paid $0.50 for
each quiz question they answered correctly. This was in addition to the earnings
they received from the show-up fee and the rest of the experiment. Subjects were
told about this incentive during the instructions. In the Unincentivized treatments,
subjects were not paid for their quiz answers. No mention of potential payment was
included in the instructions these subjects received.

75
Because subjects were given feedback about their quiz answers before moving
onto the main experiment, this design potentially creates wealth effects. Subjects
that took an Incentivized quiz would know that they already made some money in
addition to their show-up fee, while those that took an Unincentivized quiz would
only have the show-up fee as earnings. To control for these potential wealth effects,
subjects in an Unincentivized treatment were given a surprise payment following
the quiz, but before they began the main experiment. This payment was equal to
the average quiz payoff in the previous Incentivized treatments.6
The reason to include a pre-experiment quiz is to reinforce the information sub-
jects learned in the instructions. Answering questions about the experiment forces
subjects to think more about the decision environment before experiencing it. This
hopefully improves subject performance in the experiment. Incentivizing the quiz
is then a further step in getting subjects to pay attention to the instructions. If they
know they can earn additional money from it, they may follow the instructions more
closely and have an even greater understanding of the decision environment.
To this point, there has been little work in looking into the benefits of incen-
tivizing quizzes. In Freeman et al.’s (2018) literature survey, they found that only
three of the 260 experiments in their data set used an Incentivized quiz. In their
own study, they found that incentivizing quizzes did improve subject understanding
of the decision environment. This is because incentivizing the quiz made incorrect
answers more salient during review of the quiz questions. This in turn improved fu-
ture decision making. The inclusion of an Incentivized quiz here is a further check
on the benefits of incentivizing pre-experiment quizzes.
The second dimension that treatments varied by was the type of instructions
subjects received. As was previously mentioned, all instructions for this experiment
6
This amount came out to be $1.50 for all sessions

76
were video instructions.7 Video instructions were used to ensure some uniformity
in how subjects received the instructions. If instructions were read out loud by the
experimenter, then there could differences in how subjects perceived the instruc-
tions across sessions. This is because the experimenter may read the instructions
differently in later sessions, either consciously or unconsciously, as they read them
more often. To avoid this, video instructions read by the computer were used to
ensure consistency across sessions.
The content of the instructions was the same across all treatments, but the way
that content was presented to subjects differed by treatment type. In the Standard
treatments, subjects received instructions that were based on those in Cason and
Plott (2014), adapted to the differences between their design and the one used here.
The Standard treatments were the baseline for which the other treatment was com-
pared to. For this reason a set of instructions previously used in the experimental
literature was ideal. Additionally, the instructions used in Cason and Plott (2014)
were very simple, allowing for easy adaption to the video instruction format.
The other type of instructions used in this experiment were written using in-
fluences from the Multi-Media Learning literature in psychology. The idea behind
Multi-Media Learning is to take advantage of multiple learning channels, here au-
dio and visual, while also using different techniques to reduce the cognitive load
subjects are placed under. This allows for subjects to process more information
at once, while also assisting them by only having them think about what is most
important. See Mayer and Fiorella (2014) for an overview of the findings in the
Multi-Media Learning literature and how to apply them.8
7
Examples of these video instructions can be found on the author’s personal website, cjwcan-
[Link]. The Multi-Media Learning Incentivized and the Standard Unicentivized instructions can
be found there.
8
Schweitzer (2017) is a working paper that provides a good guide for applying these principles
to experimental economics instructions

77
Mayer and Fiorella (2014) include five load-reducing methods to help improve
learner understanding. Three of these load-reducing methods were used in writing
the Multi-Media Learning instructions for this experiment. These methods were
the principles of Signaling and Redundancy, to address extraneous materials, and
Temporal Contiguity, to help reduce representational holding. The two that were
not used were Coherence, which addresses extraneous materials, and Spatial Conti-
guity, which address confusing layouts. Coherence is the elimination of related, but
irrelevant information. This is something that is typically done in experimental eco-
nomics instructions already. Spacial Contiguity has to do with placing words near
the graphics they describe. Since many words were removed from the Multi-Media
Learning instructions, through the use of the Redundancy technique, this technique
was not used here.
The idea behind Signaling is to provide visual cues to help subjects know what
part of the screen they should be focusing on. This was done by using the computer
mouse to point to the relevant part of the interface, as well as the timing of when
different elements were added to the screen. New elements were added to the screen
when the narration began describing them.
The Redundancy principle has to do avoiding presenting identical streams of
information. For the Standard instructions, captions for the narration was provided
on the bottom of the screen. They were not included in the Multi-Media Learning
instructions. Additionally, pictures were used in place of words wherever possible
to minimize the amount of identical information being provided.
Temporal Contiguity works to try and minimize representational holding. Rep-
resentational holding is how many different pieces of information subjects have to
hold in their mind at once. This is done by lining up the visuals subjects see with
what they are hearing, and not requiring them to try and recall what they were shown

78
earlier. Here this was done by explaining the BDM mechanism to the subjects by
using the interface for the Multi-Media Learning instructions. For the Standard
instructions, the BDM mechanism and interface were explained separately. This
reduced the cognitive load on the subjects that received Multi-Media Learning in-
structions, since they did not need to think about how the BDM mechanism worked
while learning the interface.
After subjects completed all the pre-experiment tasks, they moved onto the main
experiment. This experiment was a series of ten BDM markets. The details of these
markets can be found in section 3.2.2. After subjects completed the main experi-
ment, they then participated in one or two additional tasks. The first of these tasks,
which all subjects participated in, was a quick demographic survey.9 Subjects were
asked seven questions about themselves and their prior experiences that may have
impacted their decision in this experiment.10 The answers were used as controls for
the regressions found in section 3.3.
The second of these task was the Cognitive Reflection Test (CRT). The Eco-
nomics Science Laboratory (ESL) at the University of Arizona was in the process
of adding CRT scores to their subject database at the time of this experiment. Some
subjects that participated in this experiment had already participated in the CRT
ahead of this experiment. Those subjects CRT scores were not recollected, and
their scores from the database were used. For those subjects that had not previously
done the CRT at the ESL, they were given the option to participate in the CRT af-
9
For one session of the Standard Incentivized treatment, a coding error prevented the collection
of this data
10
The specific questions subjects were asked were (Possible Answers in parentheses): Gender
(Male, Female, Non-binary, Other), Year in School (1st, 2nd, 3rd, 4th, 5th or more), GPA (3.5-4.0,
3.0-3.5, 2.5-3.0, 2.0-2.5, <2.0), Major (Business, Economics, Engineering or Math, Other), If they
have taken Intermediate Microeconomics (Yes, No), If they have taken Experimental Economics
(Yes, No), and Whether or not they have done a BDM experiment before (Yes, No).

79
ter the main experiment. Subjects that participated in the CRT11 had three minutes
to answer all three questions. Subjects were paid $1 for each of these questions
they answered correctly. These earnings were in addition to their earnings from the
primary experiment.
The CRT scores were collected as a measure of innate subject ability. If higher
quality subjects happened to be in one particular treatment, or another, that could
change the potential results of this experiment. Controlling for subjects’ innate abil-
ity allows for a better understanding of the impact of the pre-experiment tasks used
here on subjects’ understanding of the BDM mechanism. In addition to using CRT,
subjects Extended Cognitive Reflection Test 1 (ECRT1) and ECRT2 scores were
also used to control for subjects’ innate ability.12 Put forth by Noussair, Tucker,
and Xu (2016), the ECRT1 and ECRT2 scores take an additional step in controlling
for subject ability. In ECRT1, in addition to getting +1 to their score for a cor-
rect answer, -1 is applied to a subjects score if they give the intuitive answer, i.e.
successfully use spontaneous and intuitive reason, but not reflective reasoning. All
other incorrect answers receive a score of 0. This help to highlight subjects that in-
correctly use that type of reasoning. ECRT2 instead scores these intuitive answers
as 0 and all other incorrect answers as -1. This helps to highlight subjects that fail
to engage in either type of reasoning.

3.2.2 BDM Mechanism

After subjects finished all the pre-experiment tasks, they moved onto the main ex-
periment. This experiment was 10 rounds of a BDM market with induced valua-
11
Three subjects declined the opportunity to answer the CRT questions. These subjects were
dropped from the data set in any regression that involved their CRT scores.
12
Eight subjects’ CRT forms were misfiled after their CRT scores were recorded and put in the
ESL subject database. Thus ECRT1 and ECRT2 scores are not available for these subjects.

80
tions. Throughout the experiment, and the rest of the paper, each round was re-
ferred to as a market. The BDM was chosen for multiple reasons. It is a commonly
used tool in experimental economics. It is a mechanism that is well understood
by researchers, yet subjects tend to have some difficulty understanding. If subjects
have induced valuations, it has a unique, optimal action known to the experimenter.
These factors made it the perfect environment to test if either instructions inspired
by Multi-Media Learning, or Incentivized pre-experiment quizzes help to improve
subject understanding.
At the start of the experiment, each subject was given a piece of colored card-
stock. In the instructions, subjects were told that this was their card-stock, and
that they would have an opportunity to sell it over the course of the experiment.
They could sell it in these 10 different BDM markets, one of which would count
for payment. At the start of each market, subjects were given a valuation for their
card-stock. This valuation could be $2, $3, $4, or $5. If subjects did not sell their
card-stock in the BDM market, this is the amount the experimenter gave them for
their card-stock at the end of the experiment, if that market was chosen for payment.
After subjects saw their valuation for their card-stock, they made a choice of
what offer price they would like to sell their card-stock at. Once subjects submitted
their offer price, a posted price was randomly drawn from a uniform distribution
between $0 and $12. Subjects were aware of this when they chose their offer price.
If the posted price was greater than or equal to half the subjects chosen offer price,
then the subject sold their card-stock in that market and received the posted price
as payment. If instead the posted price was less than half the subjects chosen offer
price, the subject did not sell their card-stock in that market and received their
valuation for their card-stock as payment for that market.
Using half the subjects chosen offer price to determine whether or not they

81
sell their card-stock in the BDM market instead of using the offer price itself is a
departure from the standard BDM design. The reason this choice was made was
because of the structure of the mechanism itself. Because the possible valuations
subjects could receive were $2, $3, $4, or $5, they likely valued the card-stock at
this amount. This is because a piece of card-stock is only worth a few cents on
its own. This would make the unique, payoff maximizing choice under a standard
BDM mechanism to choose an offer price equal to the subjects valuation. Subjects
choosing this offer price would show full understanding of the mechanism.
However, the valuation is the only number that subjects saw on the interface.
Thus the subjects valuation could become focal, causing subjects with no under-
standing of the BDM mechanism to choose their valuation as their offer price. Thus
it may be difficult to determine which subjects have a perfect understanding of the
BDM mechanism, and those that have close to no understanding of the BDM mech-
anism. To avoid this issue, half the subject’s chosen offer price was used as the
threshold to determine whether or not the subject sold their card-stock in the BDM
market, and not their actual offer price.
Additionally, multiple possible valuations were used as a further check on sub-
ject understanding. If subjects received the same valuation every market, they may
figure out the payoff maximizing choice for that valuation, even if they do not truly
understand the BDM mechanism. If subjects do understand how the BDM mech-
anism works, then changing their valuation in future markets will not impact their
ability to choose the optimal offer price. They will still pick twice their valuation
to ensure they receive at least their valuation as payment for that market. Subjects
that just figured out the payoff maximizing choice for a particular valuation will
not necessarily be able to do this. This design choice allows for further separation
between subjects that fully understand this version of the BDM mechanism, and

82
those with only a partial understanding. Thus, to help control for this, four unique
valuations, $2, $3, $4, and $5 were used in this experiment.

3.2.3 Hypotheses

The aim of this project is to discover whether Multi-Media Learning instructions


and/or Incentivized pre-experiment quizzes help to improve subjects understanding
of decision environments commonly used in experimental economics. In order to
determine if either of these are true, one needs a way of measuring the level of
understanding that subjects have. This project will use three distinct measures to
track subject understanding. These measures are:

1. The number of quiz questions subjects answered correctly.

• Quiz scores were also used as a regressor for the other understanding
measures. The questions were broken down by type when used in this
way.

2. The percentage of the subjects that chose the unique, optimal offer price.

3. The percentage of subjects that made the focal mistake. That is, they chose
an offer price equal to their valuation instead of one equal to twice their val-
uation.

Quiz scores provide a first check on whether or not subjects understand how the
BDM works before they have any experience with it. Choosing the unique optimal
offer price is an obvious measure of understanding. It is one that works even better
when one considers that fact the understanding of the BDM can be thought of as
a eureka moment. Subjects are likely to make the optimal choice or not, given a

83
sufficient level of understanding, and they typically do not gradually get closer to
the optimal offer price. Focal mistakes is a measure of misunderstanding. It helps
to track if any of the pre-experiment tasks done in this experiment lead to lower
subject understanding.
One other important note, before getting into the hypotheses, is that there is fun-
damental difference between the first market subjects participate in, and all other
markets they participate in. That is because for the first market, the only infor-
mation subjects have about the BDM mechanism comes from the pre-experiment
instructions and quiz. After the first market, subjects also have their experiences
with the mechanism to influence their choices. Thus, separating out the first market
allows for a purer test of the impacts of these pre-experiment tasks.
However, even if subjects have a higher understanding of the BDM mechanism
from either Multi-Media Learning instructions and/or an Incentivized quiz, they
may not necessarily have a perfect understanding going into the first market. Thus,
acquiring some experience maybe more beneficial for these subjects compared to
subjects that received Standard instructions and/or an Unincentivized quiz. For this
reason, each of the hypotheses are divided into two parts. One for the first market
by itself, and one for all markets.

Hypothesis 3.1. Subjects that received Multi-Media Learning instructions will show
higher levels of understanding of the BDM mechanism:
A. In the first market
B. Across all markets
Compared to subjects that received Standard instructions.

Hypothesis 3.2. Subjects that received an Incentivized pre-experiment quiz will


show higher levels of understanding of the BDM mechanism:

84
A. In the first market
B. Across all markets
Compared to subjects that received an Unincentivized pre-experiment quiz.

Hypothesis 3.3. Subjects that received Multi-Media Learning instructions AND an


Incentivized pre-experiment quiz will show higher levels of understanding of the
BDM mechanism:
A. In the first market
B. Across all markets
Compared to subjects that received only one of Multi-Media Learning instruc-
tions or an Incentivized pre-experiment quiz.

3.3 Results

17 sessions of this experiment were run at the Economics Science Laboratory (ESL)
at the University of Arizona between February and March 2019. Four sessions were
run for the the Multi-Media Learning Unincentivized, Standard Incentivized, and
Standard Unincentivized treatments. Due to a record keeping error, a fifth session
of the Multi-Media Learning Incentivized treatment was needed in order to have
a sample size comparable to the other three treatments. All sessions took approx-
imately 30-45 minutes. Table 3.2 summarizes each treatment, including subject
earnings.
As was mentioned in Section 3.2, three different measures were used to deter-
mine how well subjects understood the BDM environment:

1. The number of pre-experiment quiz questions subjects answered correctly.

2. The percentage of the time subjects chose the unique, optimal offer price.

85
Table 3.2: Treament Summaries.

MMI MMU SI SU
Sessions 5 4 4 4
Subjects 40 43 41 39
Avg. Earnings $13.03 $13.74 $13.60 $13.35
Notes: Earnings include the $5 show-up fee. Subject payments were rounded to the nearest quarter.

3. The percentage of the time subjects chose the Focal Mistake. The Focal Mis-
take is choosing their valuation as their offer price instead of twice their val-
uation.

These measures are examined in the context of the first market subjects partici-
pated in, as well as over the course of the whole experiment. Additionally, through-
out this paper, markets where subjects received a valuation of two are dropped from
the data set. This was done to control for the fact that many subjects care less when
they receive the lowest possible valuation,13 and therefor are less likely to pay at-
tention to their choices in those markets. Regressions and Summary Statistics with
the full data set can be found in appendix A.3.

3.3.1 First Market

Table 3.3 has summary statistics for the understanding measures in the first market
subjects participated in. The first market is presented separately because it is the
only one in which subjects have no experience with the BDM mechanism. Thus any
understanding of the BDM mechanism subjects have comes from the instructions
and pre-experiment quiz.
Instead of by treatment, Table 3.3 breaks down the data by dimension. This al-
13
See Cox, Smith, and Walker (1985)

86
Table 3.3: Summary Statistics, Understanding Measures, First Market.

All Standard Multi-Media Learning Incentivized Unincentivized


Quiz Correct 2.63 2.59 < 2.66 2.78 >∗ 2.48
Observations 163 80 83 81 82
Opt. Choice Rate 20.16% 14.75% < 25.40% 10.71% <∗ 27.53%
Focal Mis. 3.23% 3.28% < 3.17% 5.45% > 1.45%
Observations 115 59 56 50 65
Notes: All: All Data. Standard: Data from the treatments with standard instructions. Multi-Media: Data from the treatments with Multi-Media
Learning instructions. Incentivized: Data from the treatments with an Incentivized quiz. Unincentivized: Data from the treatments with an
Unincentivized quiz. Significance determined using a Wilcoxon Rank Sum test with the Bonferroni Multiple Hypotheses Correction. *:
Statistically significant at the 10% level.

lows for direct comparisons across Instruction Type and Quiz Structure. Starting on
the Quiz Structure side, there are a couple of significant differences. Subjects that
received and Incentivized quiz tended to score higher on the pre-experiment quiz,
providing support for hypothesis 3.2. However, subjects that received an Unincen-
tivized quiz were significantly more likely to choose the optimal offer price in the
first market, providing support against hypothesis 3.2. Subjects in the Incentivized
treatments were also more likely to make the focal mistake, though this difference
is not significant. On the Instruction Type side, no differences are found between
the number of quiz questions subjects answered correctly, how often they chose the
optimal offer price, or how often they made the focal mistake.
To help determine if these differences, or lack there of, are based on the treat-
ments themselves or subject characteristics, regressions were run with the under-
standing measures as the endogenous variables. The regressions in the body of this
paper include ECRT2 scores in place of CRT scores and when number of correct
quiz answers is not the endogenous variable, the results of the quiz broken down by
question type. These questions variables have the value 0.5 when the subject got

87
one of that question type correct, and 1 when they got both of that question type
correct. This specification is used in the body of the paper because it maximized
pseudo/adjusted R2 across the various regressions using a variety of ranking meth-
ods.14 The results of these regressions using the data generated in the first markets
subjects participated in can be found on Table 3.4 and Table 3.5. For the Focal
Mistakes measure, no regressions were run do to sample size concerns.15 Thus the
results on Focal Mistakes comes from the raw measures.

Result 3.1. Neither Instruction Type nor Quiz Structure significantly impacts the
rate at which subjects make the Focal Mistake in the first market they participate
in.

Starting with Correct Quiz Answers on Table 3.4, one can see in Model 1, nei-
ther Multi-Media Learning instructions, nor Incentivizing the quiz has any impact
on how many quiz questions subjects answered correctly. Once the ECRT2 scores
are accounted for in Model 2 and 3, the interaction between ECRT2 and receiving
Multi-Media Learning instructions is significant. This leads to the following result:

Result 3.2. Subjects with higher ECRT2 scores do better on the quiz if they received
Multi-Media Learning Instructions, providing support for hypothesis 3.1 A.

For the Optimal Choice Rate, only two different models are on table 3.5. This
is because including full controls lead to more regressors than optimal choices,16 so
14
The four ranking systems used were Choice Rank Voting across all regressions performed,
Highest psuedo/adjusted R2 Average within endogenous variables/data set, Highest pseudo/adjusted
R2 for the specification with the most regressors within endogenous variables/data set, Highest
pseudo/adjusted R2 for the specification with the least regressors within endogenous variables/data
set. ECRT2 with this recording of quiz scores performed best for two of these rankings, and second
best in a third.
15
4 subjects made Focal Mistakes in the first market they participated in. This is reduced to 3 in
the full controls case.
16
In the data set of first market regressions, no value 2 observations, and full controls there were
24 optimal choices made, and 33 regressors. Thus no clean conclusions could be drawn for that
specification.

88
Table 3.4: Quiz Correct Regressions

Model Model 1 Model 2 Model 3


Intercept 2.54 2.51 2.47
(0.058) (0.075) (0.742)
Multi-Media (MM) -0.120 -0.243 -0.231
(0.144) (0.141) (0.205)
Incentivized (I) 0.096 0.200 0.142
(0.190) (0.214) (0.224)
MM * I 0.411 0.567 0.590
(0.413) (0.473) (0.420)
ECRT2 0.038 -0.008
(0.094) (0.104)
MM * ECRT2 0.222∗ 0.221∗
(0.113) (0.104)
I * ECRT2 -0.142 -0.153
(0.114) (0.097)
Full Controls No No Yes
Observations 163 152 135
Notes: *: Significant at the 10% level. Three subjects declined to participate in the CRT task
resulting in a decreased sample size using that control. Eights subjects CRT forms were collected
by other researchers and were misplaced, so their ECRT1 and ECRT2 scores could not be
determined. Additionally, due to a coding error, control questions were not answered by one
session of the SI treatment, resulting in the smaller sample size with full controls. OLS regressions
were used for all three models. Standard errors clustered at the session level.

only the regressions with and without ECRT2 scores are included. For both models
the receiving a higher valuation and doing better on the Question Type 2 quiz ques-
tions lead to a higher rate of making the optimal choice. In the regressions without
the ECRT2 scores, Multi-Media Learning instructions lead to a higher rate of choos-
ing the optimal offer price, while receiving an Incentivized quiz led to a lower rate
of choosing the optimal offer price. These marginal effects are not significant after
including ECRT2 scores. The interaction between receiving Multi-Media Learning
instructions and the Question Type scores are still significant however, implying
that the Multi-Media Learning instructions serve as a viable substitute for doing

89
Table 3.5: Optimal Choice Regressions, First Market

Model Model 1 Model 2


Multi-Media (MM) 0.304∗ 0.308
(0.157) (0.191)
Incentivized (I) -0.454∗∗∗ -0.254
(0.172) (0.198)
MM * I 0.341 0.287
(0.239) (0.271)
Valuation 0.143∗∗∗ 0.152∗∗∗
(0.040) (0.049)
Ques. Type 1 (Q1) 0.219∗∗ 0.177
(0.097) (0.119)
Ques. Type 2 (Q2) 0.249∗∗∗ 0.310∗∗∗
(0.083) (0.084)
MM * Q1 -0.351∗∗∗ -0.339∗∗
(0.114) (0.153)
MM * Q2 -0.302∗∗ -0.381∗∗∗
(0.120) (0.124)
ECRT2 0.070∗∗∗
(0.019)
Observations 124 115
Notes: ***: Significant at the 1% level. **: Significant at the 5% level. *: Significant at the 10%
level. Three subjects declined to participate in the CRT task resulting in a decreased sample size
using that control. Eights subjects CRT forms were collected by other researchers and were
misplaced, so their ECRT1 and ECRT2 scores could not be determined. Probit regressions were
used for both models. Marginal Effects are reported on the table. Standard errors clustered at the
session level.

well on the quiz. Thus, we have the following result:

Result 3.3. Multi-Media Learning instructions have a similar impact on optimal


choice rate as higher quiz scores do, providing support for hypothesis 3.1 A.

3.3.2 All Markets

In addition to looking at subjects choices in the first market, their behavior across
all markets was also examined. In markets after the first, it is possible that not

90
Table 3.6: Summary Statistics, Understanding Measures, All Markets.

All Standard Multi-Media Learning Incentivized Unincentivized


Opt. Choice Rate 16.90% 15.30% < 18.46% 15.22% < 18.56%
Focal Mis. 5.17% 6.09% > 4.25% 5.89% > 4.43%
Observations 1219 608 611 610 609
Notes: All: All Data. Standard: Data from the treatments with standard instructions. Multi-Media: Data from the treatments with Multi-Media
Learning instructions. Incentivized: Data from the treatments with an Incentivized quiz. Unincentivized: Data from the treatments with an
Unincentivized quiz. Significance determined using a Wilcoxon Rank Sum test with the Bonferroni Multiple Hypotheses Correction.

only pre-experiment instructions and quizzes influenced subjects choices, but also
their experience in the previous markets. However as was stated in Hypotheses
3.1 B., 3.2 B, and 3.3 B, if Multi-Media Learning instructions and/or Incentivized
pre-experiment quizzes actually improve subject understanding of the environment,
then they should still cause subjects to perform better, even if they are learning from
previous markets. To look at whether or not this is true, the same understanding
measures from before were used, aside from quiz scores.17 Summary statistics for
these measures can be found on Table 3.6.
Again, starting with the Quiz Structure side, there is little difference in the un-
derstanding measures for subjects that received an Incentivized quiz, compared to
those who received an Unincentivized quiz. Even the difference between the op-
timal choice rates, which was significant for the first market, is insignificant here.
Thus, there is little evidence in the raw data that an Incentivized quiz improved sub-
ject understanding across the whole experiment. On the Instruction Type side, there
is still no significant difference between optimal choice rates, or the rate of focal
mistakes.
No significant differences were found between the first market measures and
17
Since the quiz was only taken once, at the beginning of the experiment, subjects quiz scores
cannot change as they get more experience.

91
the all market measures. This would imply that subjects tended to not learn from
previous markets. An idea that is further supported by the drop in Optimal Choice
Rate for subjects that received an Unincentivized quiz. As a further check that
the different treatment effects where the drivers of these results, regressions were
run with understanding measures as the endogenous variables. Additionally, the
market number was included as an exogenous variable as a further check to see if
any learning occurred across markets. The results of these regressions can be found
on Table 3.7.
For the Optimal Choice Rate, neither Incentivized nor Multi-Media Learning
is significant in Model 1, without controls. This more or less matches up with
the raw statistics on Table 3.6. For Model 3, with full controls, receiving Multi-
Media Learning instructions led to subjects choosing the optimal offer price at a
significantly higher rate. Subjects were also more likely to choose the optimal offer
price if they did better on all three quiz questions in Model 3. This is somewhat
tempered by the negative interaction term between Multi-Media Learning and the
quiz scores, but this is likely explained by Multi-Media Learning instructions being
a reasonable substitute for the understanding gained by doing better on the quiz.
Thus Model 3 gives the following result:

Result 3.4. Subjects that received Multi-Media Learning instructions before the
experiment are more likely to choose the optimal offer price across all markets.
This provides support for Hypothesis 3.1 B.

For the Focal Mistake regressions the marginal effect for Multi-Media Learning
is positive and significant. However the magnitude of the marginal effect is quite
small for Model 3, with these subjects making the focal mistake roughly have a
percentage point more often. Furthermore, if the subjects that received Multi-Media

92
Table 3.7: All Market Regressions

Optimal Choice Dummy Focal Mistake


Model Model 1 Model 2 Model 3 Model 1 Model 2 Model 3
Multi-Media Learning (MM) 0.114 0.191 0.202∗ 0.043 0.074∗∗ 0.006∗
(0.124) (0.119) (0.119) (0.033) (0.036) (0.003)
Incentivized (I) -0.019 -0.090 -0.084 -0.054 -0.025 0.002
(0.088) (0.079) (0.102) (0.043) (0.035) (0.003)
Valuation 0.041∗∗∗ 0.043∗∗∗ 0.035∗∗ 0.013∗∗∗ 0.012∗∗ 0.0014∗
(0.016) (0.016) (0.017) (0.005) (0.005) (0.0008)
∗∗∗ ∗∗∗ ∗
Ques. Type 1 (Q1) 0.203 0.202 0.153 0.025 0.017 0.001
(0.065) (0.065) (0.089) (0.024) (0.021) (0.005)
Ques. Type 2 (Q2) 0.070 0.115 0.135∗∗∗ -0.134∗ -0.099∗ -0.059∗∗∗
(0.087) (0.074) (0.036) (0.077) (0.060) (0.022)
Ques. Type 3 (Q3) 0.121 0.083 0.144∗∗ 0.020∗ 0.062∗∗∗ 0.007∗
(0.100) (0.092) (0.069) (0.012) (0.024) (0.004)
ECRT2 0.044∗ 0.029 -0.006 -0.001
(0.023) (0.019) (0.006) (0.001)
∗∗ ∗∗ ∗ ∗∗
MM * Q1 -0.179 -0.211 -0.201 -0.043 -0.055 -0.004
(0.075) (0.088) (0.113) (0.028) (0.026) (0.004)
MM * Q2 0.071 -0.027 -0.116∗ -0.002 -0.015 0.054∗∗∗
(0.095) (0.096) (0.068) (0.060) (0.054) (0.020)
∗∗∗ ∗∗∗
MM * Q3 0.114 0.131 0.021 -0089 -0.099 -0.012∗∗
(0.134) (0.111) (0.119) (0.034) (0.036) (0.005)
Full Controls No No Yes No No Yes
Observations 1219 1139 1014 1219 1139 1014
Notes: ***: Significant at the 1% level. **: Significant at the 5% level. *: Significant at the 10% level. Three subjects declined to participate in
the CRT task resulting in a decreased sample size using that control. Eight subjects CRT forms were misfiled after the CRT scores were
recorded, preventing the formulation of their ECRT2 scores. Additionally, due to a coding error, control questions were not answered by one
session of the SI treatment, resulting in the smaller sample size with full controls. Probit regressions were used for all models. Marginal Effects
are reported on the table. Standard errors were clustered by subject and session.

93
instructions do better on the Type 2 and 3 quiz questions, that works to lower the
rate they make the focal mistake. This leads to the following result.

Result 3.5. Among subjects that received Multi-Media Learning instructions, cor-
rectly answering the Type 2 and 3 quiz questions leads to a lower rate of making
the Focal Mistake.

3.3.3 Learning from Markets

In addition to looking at how subjects learned across all markets, how they behaved
following specific situations was also studied. To do this a subset of the data featur-
ing just the markets immediately following a subject making a mistake was created.
Here a mistake is defined to be choosing an offer price other than the optimal of-
fer price. There are two types of mistakes that subjects could have made, either a
known mistake, or an unknown mistake. A Known mistake is one where one of two
things happened:

1. Half the subject’s chosen offer price was greater than the randomly drawn
posted price, which in turn was greater than the subject’s valuation in that
market, i.e Half Offer Price > Posted Price > Valuation.

2. Half the subject’s chosen offer price was less than the randomly drawn posted
price, which in turn was less than the subject’s valuation in that market, i.e.
Half Offer Price < Posted Price < Valuation.

These types of mistakes are referred to as known mistakes because a subject that
commits one earns less money because of it. Therefore they are directly effected
by their mistake, which may in turn alter future choices. An unknown mistake, on
the other hand, does not impact a subjects earnings. Their realized payoff is the

94
Table 3.8: Understanding Measures Following Known Mistakes

All Standard Multi-Media Learning Incentivized Unincentivized


Opt. Choice Rate 10.26% 12.31% > 8.79% 11.54% > 8.97%
Focal Mis. 5.77% 7.69% > 1.10% 3.85% ≈ 3.85%
Observations 156 65 91 78 78
Notes: All: All Data. Standard: Data from the treatments with standard instructions. Multi-Media: Data from the treatments with Multi-Media
Learning instructions. Incentivized: Data from the treatments with an Incentivized quiz. Unincentivized: Data from the treatments with an
Unincentivized quiz. Significance determined using a Wilcoxon Rank Sum test with the Bonferroni Multiple Hypotheses Correction.

same as the one they would have received if they had not made a mistake in that
market. Thus these subjects are less likely to learn from their mistake and alter their
future choices. Understanding measure for subjects that made a known mistake in
the previous market are on Table 3.8.
The understanding measures for subjects in markets directly following a known
mistake are noticeably different from the general measures. The optimal choice
rates are lower across the board, though none of the differences are significant.18
The focal mistake rates are also smaller, suggesting that there is some learning
happening after a known mistake, though again this difference is not significant.19
Though this seems to suggest no impact of a known mistake, looking at what hap-
pens after a unknown mistake provides a full picture of the impact of making a
mistake. The summary statistics for markets following unknown mistakes can be
found on table 3.9.
Subjects in these markets have a significantly lower rate of make the optimal
choice than subjects in the general data set do.20 These subjects also make the focal
18
P-values in table order after applying the Bonferroni Multiple Hypotheses Correction: 0.338, 1,
0.224, 1, 0.360.
19
P-values in table order after applying the Bonferroni Multiple Hypotheses Correction: 1, 1, 1,
1, 1.
20
P-values in table order after applying the Bonferroni Multiple Hypotheses Correction: <0.001,
0.006, <0.001, 0.023, <0.001.

95
Table 3.9: Understanding Measures Following Unknown Mistakes

All Standard Multi-Media Learning Incentivized Unincentivized


Opt. Choice Rate 8.25%G 7.93%G < 8.64%G 8.62%G > 7.90%G
Focal Mis. 5.87% 6.39% > 5.29% 6.27% > 5.45%
Observations 750 391 359 383 367
Notes: All: All Data. Standard: Data from the treatments with standard instructions. Multi-Media: Data from the treatments with Multi-Media
Learning instructions. Incentivized: Data from the treatments with an Incentivized quiz. Unincentivized: Data from the treatments with an
Unincentivized quiz. Significance determined using a Wilcoxon Rank Sum test with the Bonferroni Multiple Hypotheses Correction. G:
Statistically significantly different from the general results using all of the relevant data.

mistake more often than subjects in the general data set, though this difference is
not significant.21 While there are no significant differences between these subjects
and those that committed known mistakes in the previous market,22 this additional
drop from the general market does imply some value to knowing a mistake was
made in the previous market. To further verify this, and to determine if the different
treatments had an influence in behavior amongst these subjects, regressions were
run using the understanding measure as endogenous variables. The results of these
regressions can be found on Table 3.10.
For the Optimal Choice regressions, none of the treatments have a significant
impact on the choices subjects made. This is true even for Model 3, with full con-
trols. This follows from what we say in the raw data, with no significant differ-
ences in the Optimal Choice Rate between the two groups. What is driving Optimal
Choices among this group of subjects is doing well on Question Types 2 and 3.
Subjects that did well on these questions continue to choose the optimal offer price
more often, despite their previous mistakes. Additionally, the marginal effects for
the interaction terms between the treatments and the Question Type 2 scores is neg-
21
P-values in table order after applying the Bonferroni Multiple Hypotheses Correction: 1, 1, 1,
1, 1.
22
P-values in table order after applying the Bonferroni Multiple Hypotheses Correction: Optimal
Choice: 1, 1, 1, 1, 1. Focal Mistake: 1, 1, 0.835, 1, 1.

96
Table 3.10: Mistake Regressions

Optimal Choice Dummy Focal Mistake


Model Model 1 Model 2 Model 3 Model 1 Model 2
Multi-Media Learning (MM) -0.017 -0.027 -0.006 0.097∗ 0.127∗∗
(0.067) (0.067) (0.050) (0.051) (0.063)
Incentivized (I) 0.067 0.025 0.008 -0.082∗ -0.067
(0.053) (0.053) (0.052) (0.048) (0.048)
Valuation 0.039∗∗∗ 0.040∗∗∗ 0.029∗∗∗ 0.011∗∗ 0.008
(0.009) (0.009) (0.010) (0.006) (0.006)
∗∗∗ ∗∗∗ ∗∗∗
Market -0.010 -0.009 -0.006 -0.001 -0.000
(0.002) (0.003) (0.002) (0.003) (0.003)

Ques. Type 1 (Q1) 0.047 0.054 0.049 0.053 0.036
(0.048) (0.043) (0.048) (0.030) (0.024)
∗∗ ∗
Ques. Type 2 (Q2) 0.068 0.065 0.078 -0.114 -0.076
(0.053) (0.052) (0.037) (0.063) (0.047)
Ques. Type 3 (Q3) 0.037 0.039 0.055∗∗∗ 0.014 0.048
(0.037) (0.030) (0.016) (0.016) (0.031)
MM * Q1 -0.006 0.012 0.021 -0.077∗∗ -0.089∗∗∗
(0.053) (0.065) (0.064) (0.032) (0.034)

MM * Q2 -0.032 -0.036 -0.092 0.001 -0.022
(0.057) (0.064) (0.049) (0.071) (0.065)
∗∗
MM * Q3 0.055 0.059 0.022 -0.106 -0.100∗∗
(0.057) (0.049) (0.052) (0.049) (0.047)
I * Q1 -0.049 -0.033 -0.033 0.065∗∗ 0.076∗∗
(0.048) (0.096) (0.051) (0.027) (0.034)
I * Q2 -0.148∗∗∗ -0.134∗∗ -0.061∗∗ 0.143∗ 0.116∗
(0.051) (0.058) (0.029) (0.077) (0.060)
∗∗
MM * Known Mistake -0.045 -0.038 -0.030 -0.038 -0.033∗∗
(0.029) (0.030) (0.030) (0.017) (0.015)
MM * ECRT2 -0.017 -0.012 0.011∗∗
(0.013) (0.012) (0.005)
∗∗∗
I * ECRT2 0.036 0.022 0.003
(0.010) (0.014) (0.005)
Full Controls No No Yes No No
Observations 906 842 743 906 842
Notes: *: Significant at the 10% level. **: Significant at the 5% level. ***: Significant at the 1% level. Three subjects
declined to participate in the CRT task resulting in a decreased sample size using that control. Eight subjects CRT forms were
misfiled after the CRT scores were recorded, preventing the formulation of their ECRT2 scores. Additionally, due to a coding
error, control questions were not answered by one session of the SI treatment, resulting in the smaller sample size with full
controls. Probit regressions were used for all models. Marginal Effects are reported on the table. Standard errors were
clustered by subject and session.

97
ative, providing some evidence that the pre-experiment tasks could substitute for
doing well on the quiz.

Result 3.6. Neither Multi-Media Learning instructions, nor an Incentivized pre-


experiment quiz significantly impact the rate at which subjects choose the optimal
offer price following a mistake, either known or unknown, in the previous market.

For the Focal Mistakes regressions, only two models are included. This is for
the same reason only two models were included for the Optimal Choice Rate regres-
sions in section 3.3.1. Looking at the regression results, as with the All Markets re-
gressions, receiving Multi-Media Learning instructions increases the rate at which
these subjects make the Focal Mistake. However, several interactions between the
Multi-Media Learning instructions and other exogenous variables do have a signif-
icant impact on reducing this rate. These subjects are less likely to make the Focal
Mistake following making a known mistake, and if they scored higher on Question
Types 1 and 3.

Result 3.7. Receiving Multi-Media Learning instructions impacts the rate subjects
make Focal Mistakes in markets following a mistake through high scores on Ques-
tion Types 1 and 3, and whether or not the previous mistake was known. The net
effect of these is to lower the rate at which these subjects make the Focal Mistake.

3.3.4 Grouped by CRT Score

One common feature of the regressions on tables 3.5, 3.7, and 3.10 was that the
marginal effect of subjects ECRT2 scores was significant. This implies differences
in behavior among subjects with different levels of ability. To further determine
whether or not these pre-experiment tasks impact different subjects in different

98
Table 3.11: Summary Statistics, Understanding Measures, First Market, CRT 0 and 1.

All Standard Multi-Media Learning Incentivized Unincentivized


Quiz Correct 2.59 2.60 ≈ 2.59 2.82 >∗∗ 2.30
Observations 106 47 59 60 46
Opt. Choice Rate 13.41% 8.11% < 17.78% 7.32% < 19.51%
Focal Mis. 4.88% 5.41% > 4.44% 7.32% > 2.44%
Observations 82 37 45 41 41
Notes: All: All Data. Standard: Data from the treatments with standard instructions. Multi-Media: Data from the treatments with Multi-Media
Learning instructions. Incentivized: Data from the treatments with an Incentivized quiz. Unincentivized: Data from the treatments with an
Unincentivized quiz. Significance determined using a Wilcoxon Rank Sum test with the Bonferroni Multiple Hypotheses Correction. *:
Statistically significant at the 10% level.

ways, the data set was split into two parts, subjects that scored either a 0 or a 1
on the CRT and subjects that scored either a 2 or a 3 on the CRT. The behavior of
these subjects was analyzed in the same manner the entire data set was above, in-
cluding the removal of markets where subjects received a valuation of two. Therefor
examining differences in behavior will begin with the first market.

First Market

Tables 3.11 and 3.12 show the summary statistics for the first market subjects with
CRT scores of 0 or 1, or 2 or 3, respectively. Starting with Table 3.11, the sum-
mary statistics for these relatively low ability subjects looks similar to the general
results. On the Instruction Type side, subjects that received Multi-Media Learning
instructions again make the choose the optimal offer price more often and make the
focal mistake less often than subjects that received Standard instructions, though
these differences are no significant. The quiz scores are also closer together than
they were before, almost equal between the two Instruction Types.
On the Quiz Structure side, as with the Instruction Type, many of the general

99
Table 3.12: Summary Statistics, Understanding Measures, First Market, CRT 2 and 3.

All Standard Multi-Media Learning Incentivized Unincentivized


Quiz Correct 2.70 2.61 < 2.83 2.70 ≈ 2.71
Observations 54 31 23 20 34
Opt. Choice Rate 35.90%C 27.27% < 47.06%C 23.08% < 42.31%
Focal Mis. 0% 0% = 0% 0% = 0%
Observations 39 22 17 13 26
Notes: All: All Data. Standard: Data from the treatments with standard instructions. Multi-Media: Data from the treatments with Multi-Media
Learning instructions. Incentivized: Data from the treatments with an Incentivized quiz. Unincentivized: Data from the treatments with an
Unincentivized quiz. Significance determined using a Wilcoxon Rank Sum test with the Bonferroni Multiple Hypotheses Correction. *:
Statistically significant at the 10% level. C: Statistically significantly different from the results using data from CRT 0 and 1 subjects.

patterns repeat themselves. Subjects that received an Unincentivized quiz choose


the optimal offer price more often, though this gap is no longer significant. More
interestingly the gap in quiz scores between subjects that received an Incentivized
quiz that those that received an Unincentivized quiz increased from the general
result. This indicates that an Incentivized quiz maybe more useful for subjects of
lower ability than for a general group of subjects.
For the high ability subjects that had CRT scores of 2 or 3, on Table 3.12, there
are several noticeable differences between these subjects choices and those of the
general population and the low ability subjects. None of these subjects made the
focal mistake in the first market. All of the subjects did better on the quiz, with
the exception of the subjects that received an Incentivized quiz. Additionally the
gap between the quiz scores of the subjects that received and Incentivized quiz
and those that received an Unincentivized quiz is gone, further suggesting that low
ability subjects are the ones that most benefit from quiz incentivization.
The most interesting difference between these subjects and others however, is
the rate at which they choose the optimal offer price. On average the rate at which

100
these subjects choose the optimal offer price is 15 percentage points higher than the
general data and over 20 percentage points higher than the low ability subjects. This
gap is even larger for the high ability subjects that received Multi-Media Learning
instructions, who choose the optimal offer price almost half the time.
Do to the small sample sizes of these data sets, regressions for the Optimal
Choice Rate and Focal Mistakes could not be run. Thus the results for these under-
standing measures comes from the raw data.

Result 3.8. High ability subjects that received Multi-Media Learning instructions
are significantly more likely to choose the optimal offer price in the first market
compared to low ability subjects that received Multi-Media Learning instructions.

Result 3.9. High ability subjects are significantly less likely to make the focal mis-
take than low ability subjects, regardless of which pre-experiment tasks they partic-
ipate in.

The regression results for the quiz regressions dividing the subject pool by CRT
score are on Table 3.13. As before multiple different models are presented. The
difference here is that only two different models, one with the survey question data
and one without, were run instead of three. The reason for this is because the data
sets were created using CRT data, then control measures derived using CRT data
should not be included in the regressions. Thus the models that only added CRT or
ECRT data were removed, and those scores were removed from the model with full
controls as well.
As was the case for the models on Table 3.4 neither treatment variable, nor their
interaction significantly impacted subjects quiz scores. The only difference between
the models is that the intercepts for the high ability subjects is higher than those for
the low ability subjects. This follows from the raw data, where high ability subjects

101
Table 3.13: Quiz Regressions, CRT Split

CRT 0 and 1 CRT 2 and 3


Model Model 1 Model 2 Model 1 Model 2
Intercept 2.278 1.915 2.800 3.725
(0.302) (1.068) (0.233) (1.703)
Multi-Media Learning (MM) 0.044 0.009 -0.229 -0.376
(0.331) (0.336) (0.270) (0.347)
Incentivized (I) 0.515 0.208 -0.527 -0.753
(0.463) (0.428) (0.439) (0.568)
MM * I 0.002 0.372 1.178 1.526
(0.572) (0.518) (0.749) (0.932)
Observations 106 93 54 50
Notes: Three subjects declined to participate in the CRT task resulting in a decreased sample size
using that control. Eights subjects CRT forms were collected by other researchers and were
misplaced, so their ECRT1 and ECRT2 scores could not be determined. Additionally, due to a
coding error, control questions were not answered by one session of the SI treatment, resulting in
the smaller sample size with full controls. OLS regressions were used for all models. Standard
errors clustered at the session level.

scored better than low ability subjects.

Result 3.10. Neither treatment type significantly impacts subjects quiz scores. This
is true for both high ability and low ability subjects.

All Markets

Understanding measure for the all market outcomes can be found on Table 3.14
for the low ability subjects and Table 3.15 for the high ability subjects. Starting
with the low ability subjects on Table 3.14, these subjects were less likely to both
make a focal mistake and choose the optimal offer price. Additionally the gaps in
optimal choice rate between Multi-Media Learning and Standard instructions and
the one between Unincentivized and Incentivized quizzes are greater and significant
compared to the general data set, though the comparative differences are still the

102
Table 3.14: Understanding Measures, All Markets, CRT 0 and 1

All Standard Multi-Media Learning Incentivized Unincentivized


Opt. Choice Rate 12.63% 9.47% <∗ 15.24% 9.93% <∗∗ 16.05%
Focal Mis. 4.80% 6.13% > 3.70% 5.87% > 3.44%
Observations 792 359 433 443 349
Notes: All: All Data. Standard: Data from the treatments with standard instructions. Multi-Media: Data from the treatments with Multi-Media
Learning instructions. Incentivized: Data from the treatments with an Incentivized quiz. Unincentivized: Data from the treatments with an
Unincentivized quiz. Significance determined using a Wilcoxon Rank Sum test with the Bonferroni Multiple Hypotheses Correction.

Table 3.15: Understanding Measures, All Markets, CRT 2 and 3

All Standard Multi-Media Learning Incentivized Unincentivized


Opt. Choice Rate 26.24% 25.11% < 27.81% 30.43% > 23.46%
Focal Mis. 4.70% 3.83% < 5.92% 5.59% > 4.12%
Observations 404 235 169 161 243
Notes: All: All Data. Standard: Data from the treatments with standard instructions. Multi-Media: Data from the treatments with Multi-Media
Learning instructions. Incentivized: Data from the treatments with an Incentivized quiz. Unincentivized: Data from the treatments with an
Unincentivized quiz. Significance determined using a Wilcoxon Rank Sum test with the Bonferroni Multiple Hypotheses Correction.

same.
For the high ability subjects on Table 3.15, the optimal choice rate is again
higher than it was for the general data set or for the low ability subjects. Addi-
tionally, the relationship be the between the Incentivized and Unincentivized treat-
ments has flipped, with the subjects that received an Incentivized pre-experiment
quiz choosing the optimal offer price more often those that received an Unincen-
tivized quiz. None of these differences are significant however. These subjects also
make the focal mistake less often the general data set, though again, this difference
is not significant.23
As was the case with the general data set, regressions were run to confirm the
insights from the raw data are correct. The results of these regressions can be found
23
As was stated before, 3 subjects declined to participate in the CRT, so they are dropped from
the data set in the move from the general data to the high and low ability groups.

103
on Tables 3.16 and 3.17.

Table 3.16: All Market Regressions, CRT 0 and 1

Optimal Choice Dummy Focal Mistake


Model Model 1 Model 2 Model 1
Multi-Media Learning (MM) 0.006 -0.012 0.067∗∗
(0.094) (0.107) (0.034)
Incentivized (I) -0.114 -0.067 -0.249∗∗
(0.93) (0.049) (0.114)
Valuation 0.054∗∗∗ 0.041∗∗∗ 0.004
(0.010) (0.012) (0.005)
Ques. Type 1 (Q1) -0.069 -0.051 0.022
(0.071) (0.076) (0.016)
∗∗
Ques. Type 2 (Q2) 0.120 0.166 -0.021
(0.078) (0.071) (0.059)
Ques. Type 3 (Q3) 0.007 0.079 0.086∗∗∗
(0.085) (0.051) (0.027)
MM * Q1 0.011 0.068 -0.050∗∗
(0.057) (0.085) (0.022)
MM * Q2 0.052 -0.102∗ -0.048
(0.091) (0.059) (0.052)
MM * Q3 0.075 0.038 -0.103∗∗∗
(0.114) (0.100) (0.033)
I * Q1 0.110 0.039 0.138∗∗∗
(0.075) (0.076) (0.041)
I * Q2 -0.206∗∗ -0.110 0.084
(0.089) (0.080) (0.068)
observations 792 701 792
Notes: ***: Significant at the 1% level. **: Significant at the 5% level. *: Significant at the 10% level. Due to a coding error,
control questions were not answered by one session of the SI treatment, resulting in the smaller sample size with full controls,
Probit regressions were used for all models. Marginal Effects are reported on the table. Standard errors were two-way
clustered by subject and session.

As one can see on Table 3.16, neither treatment had a significant impact on the
Optimal Choice Rate of low ability subjects. The only strong influences on these
subjects ability to make the optimal choice was their valuation in the given market,
and their ability to successfully answer the Question Type 2 quiz questions. On

104
Table 3.17: All Market Regressions, CRT 2 and 3

Optimal Choice Dummy


Model Model 1 Model 2
Multi-Media Learning (MM) 0.687∗∗∗ 0.981∗∗∗
(0.204) (0.100)
Incentivized (I) 0.128 0.369
(0.290) (0.798)

MM * I -0.185 -0.228∗∗
(0.102) (0.109)
∗∗∗
Ques. Type 1 (Q1) 0.804 0.518
(0.187) (0.470)
Ques. Type 3 (Q3) 0.331∗∗∗ 0.676∗∗∗
(0.104) (0.197)
∗∗∗
MM * Q1 -0.796 -0.737
(0.251) (0.518)
MM * Q3 0.117 -0.763∗∗∗
(0.145) (0.187)
Observations 404 370
Notes: ***: Significant at the 1% level. **: Significant at the 5% level. *: Significant at the 10%
level. Due to a coding error, control questions were not answered by one session of the SI
treatment, resulting in the smaller sample size with full controls, Probit regressions were used for
all models. Marginal Effects are reported on the table. Standard errors were two-way clustered by
subject and session.

the Focal Mistake side, only Model 1 was able to be run without any collinearity
issues. For these subjects, receiving an Incentivized quiz significantly reduced the
chances that they made the Focal Mistake. Additionally, while the marginal effect
for Multi-Media Learning in positive, it is counterbalanced by the fact that marginal
effects for the interactions between it and Question Types 1 and 3 and significant
and negative. This follows Result 3.5 which also showed that subjects who received
Multi-Media Learning instructions were less likely to make the Focal Mistake if
they did well on the quiz.
Table 3.17 only includes Optimal Choice regressions. This is because these

105
Table 3.18: Understanding Measures, Known Mistakes, CRT 0 and 1

All Standard Multi-Media Learning Incentivized Unincentivized


Opt. Choice Rate 9.17% 9.09% < 9.23% 12.07% > 3.92%
Focal Mis. 4.59% 9.09% > 1.54% 5.17% > 5.45%
Observations 109 44 65 58 51
Notes: All: All Data. Standard: Data from the treatments with standard instructions. Multi-Media: Data from the treatments with Multi-Media
Learning instructions. Incentivized: Data from the treatments with an Incentivized quiz. Unincentivized: Data from the treatments with an
Unincentivized quiz. Significance determined using a Wilcoxon Rank Sum test with the Bonferroni Multiple Hypotheses Correction.

subjects did not make the focal mistake frequently enough for the probit regressions
to converge. The results of these regressions show that high ability subjects are
significantly more likely to make the optimal choice if they received Multi-Media
Learning instructions prior to the experiment. This benefit replaces the gains they
would otherwise receive from doing well on the quiz.

Result 3.11. High ability subjects are more likely to make the optimal choice if
they received Multi-Media Learning instructions prior to the experiment. Neither
treatment significantly impacts low ability subjects optimal choice rate.

Result 3.12. Low ability subjects are less likely to make the focal mistake if they re-
ceived an Incentivized pre-experiment quiz, or if they received Multi-Media Learn-
ing instructions and did well on Quiz Question Types 1 and 3.

Learning from Mistakes

This final section looks at the impact of learning between high and low ability sub-
jects. The summary statistics for understanding measures following a known mis-
take can be found on Table 3.18 for low ability subjects and on Table 3.19 for high
ability subjects. Low ability subjects look similar to the general data with optimal
choice rates around 10%. The focal mistake rates are slightly lower than the gen-

106
Table 3.19: Understanding Measures, Known Mistakes, CRT 2 and 3

All Standard Multi-Media Learning Incentivized Unincentivized


Opt. Choice Rate 13.33% 20.00% > 8.00% 10.00% < 16.00%
Focal Mis. 0% 0% = 0% 0% = 0%
Observations 45 20 25 20 25
Notes: All: All Data. Standard: Data from the treatments with standard instructions. Multi-Media: Data from the treatments with Multi-Media
Learning instructions. Incentivized: Data from the treatments with an Incentivized quiz. Unincentivized: Data from the treatments with an
Unincentivized quiz. Significance determined using a Wilcoxon Rank Sum test with the Bonferroni Multiple Hypotheses Correction.

Table 3.20: Understanding Measures, Unknown Mistakes, CRT 0 and 1

All Standard Multi-Media Learning Incentivized Unincentivized


Opt. Choice Rate 8.61% 7.69% < 9.47% 7.41% < 10.28%
Focal Mis. 4.70% 6.07% > 3.41% 5.72% > 3.27%
Observations 511 247 264 297 214
Notes: All: All Data. Standard: Data from the treatments with standard instructions. Multi-Media: Data from the treatments with Multi-Media
Learning instructions. Incentivized: Data from the treatments with an Incentivized quiz. Unincentivized: Data from the treatments with an
Unincentivized quiz. Significance determined using a Wilcoxon Rank Sum test with the Bonferroni Multiple Hypotheses Correction.

eral data, though the gap between Standard and Multi-Media Learning instructions
is even wider, though this difference is not significant.
For high ability subjects, the optimal choice rate is slightly higher than it was for
the general data set, though not significantly different. More interesting is the fact
that none of the high ability subjects made a focal mistake in a market following a
known mistake. This implies that these subjects do learn something from the known
mistake that the low ability subjects are not.
Tables 3.20 and 3.21 show the understanding measure for low and high ability
subjects following an unknown mistake respectively. Low ability subjects look
like the general results, with optimal choice rates between 7% and 10% and focal
mistake rates around 5%.
High ability subjects, on the other hand, look quite different from the general

107
Table 3.21: Understanding Measures, Unknown Mistakes, CRT 2 and 3

All Standard Multi-Media Learning Incentivized Unincentivized


Opt. Choice Rate 8.11% 8.96% < 6.82% 13.58% >∗ 4.96%
Focal Mis. 7.21% 4.48% < 11.36%C 7.40% > 7.09%
Observations 222 134 88 81 141
Notes: All: All Data. Standard: Data from the treatments with standard instructions. Multi-Media: Data from the treatments with Multi-Media
Learning instructions. Incentivized: Data from the treatments with an Incentivized quiz. Unincentivized: Data from the treatments with an
Unincentivized quiz. Significance determined using a Wilcoxon Rank Sum test with the Bonferroni Multiple Hypotheses Correction. C:
Statistically significantly different from the results using data from CRT 0 and 1 subjects.

results. These subjects choose the optimal offer price less often than than low abil-
ity subjects. This difference is not significant. They also make the focal mistake
more often than low ability subjects, with the gap between subjects who received
Multi-Media Learning instructions being significant. This is further evidence that
high ability subjects learn from known mistakes, but receiving no additional help
from unknown mistakes, while low ability subjects fail to learn from either type of
mistake.
To help confirm these findings, regressions were run including a dummy vari-
able for whether or not the subjects committed a known mistake in the previous
market. Due to sample size issue, the focal mistake regressions are not presented
here. Thus the result for focal mistakes comes from the raw data.

Result 3.13. High ability subjects do not commit the focal mistake following a
market where they committed a known mistake. They do commit the focal mistake
more often than low ability subjects or the general data following an unknown
mistake.

Tables 3.22 and 3.23 have the optimal choice regressions for subjects following
a market where they made a mistake. Beginning with the low ability subjects on
Table 3.22, one can see that neither treatment impacts decision making in this envi-

108
Table 3.22: Mistake Regressions, CRT 0 and 1

Optimal Choice Dummy


Model Model 1 Model 2
Multi-Media Learning (MM) -0.047 -0.064
(0.062) (0.071)
Incentivized (I) -0.034 -0.044
(0.065) (0.049)
∗∗∗
Valuation 0.040 0.029∗∗∗
(0.010) (0.009)
∗∗∗
Market -0.009 -0.007∗∗∗
(0.003) (0.002)
Ques. Type 2 (Q2) 0.089 0.103∗∗
(0.059) (0.052)
MM * Q2 -0.040 -0.123∗
(0.078) (0.068)
∗∗
I * Q2 -0.141 -0.058
(0.057) (0.039)
Observations 620 546
Notes: ***: Significant at the 1% level. **: Significant at the 5% level. *: Significant at the 10%
level. Due to a coding error, control questions were not answered by one session of the SI
treatment, resulting in the smaller sample size with full controls, Probit regressions were used for
all models. Marginal Effects are reported on the table. Standard errors were two-way clustered by
subject and session.

ronment. This continues from the Result 3.6. Only the Market Subjects are in and
their valuation in that market have a significant impact on their ability to choose the
optimal offer price.
For the high ability subjects on Table 3.23, Model 1 shows several of the fea-
tures observed in the raw data. Having the mistake made in the previous market
be known increased these subjects odds of choosing the optimal offer price. This is
somewhat tempered by the interaction terms between Known Mistake and the treat-
ments, suggesting that Multi-Media Learning instructions and/or an Incentivized
pre-experiment quiz also help with learning in a similar manner. The magnitude

109
Table 3.23: Mistake Regressions, CRT 2 and 3

Optimal Choice Dummy


Model Model 1 Model 2
Multi-Media Learning (MM) -0.031 0.010
(0.115) (0.030)
Incentivized (I) 0.287 0.070
(0.292) (0.184)
Valuation 0.033∗∗ 0.001
(0.014) (0.001)

Known Mistake (KM) 0.244 0.043
(0.132) (0.053)
∗∗∗
Ques. Type 3 (Q3) 0.096 0.010
(0.017) (0.010)
∗∗
MM * KM -0.50 -0.002
(0.023) (0.002)
I * KM -0.051∗∗ -0.002
(0.021) (0.002)
MM * Q3 0.016 -0.008∗
(0.060) (0.005)

I * Q2 -0.042 0.016
(0.026) (0.040)
∗∗∗
I * Q3 -0.121 -0.011
(0.039) (0.009)
Observations 267 242
Notes: ***: Significant at the 1% level. **: Significant at the 5% level. *: Significant at the 10%
level. Due to a coding error, control questions were not answered by one session of the SI
treatment, resulting in the smaller sample size with full controls, Probit regressions were used for
all models. Marginal Effects are reported on the table. Standard errors were two-way clustered by
subject and session.

110
on the marginal effects for the model that includes survey data is much smaller
though. To the point where virtually none of the marginal effects are significant.
This is because the subject specific characteristics do a better job of explaining
subject improvement than knowing they made a mistake in the previous mistake.

Result 3.14. Neither treatment significantly impacts the rate at which subjects
choose the optimal offer price in markets following a mistake. This is true for both
high and low ability subjects.

3.4 Conclusion

This paper examines the impact of different pre-experiment tasks on subject under-
standing of the experimental environment. Specifically it looks to see if instructions
written using insights from the Multi-Media Learning literature, and/or an Incen-
tivized pre-experiment quiz cause subjects to better understand the BDM mecha-
nism. To test if these tasks do improve understanding, a 2x2 design was used with
subjects receiving either Multi-Media Learning or Standard instructions, followed
by either an Incentivized or an Unincentivized quiz to check their understanding
of the instructions. After these pre-experiment tasks, subjects participated in 10
markets of a modified BDM market as a seller with induced valuations. The mech-
anism was modified by having half the offer price subjects chose be the threshold
for determining whether or not subjects received the posted price, or their valuation
as payment. This modified threshold was used to prevent to the optimal offer price
from also being the most focal one. Induced valuations were used to ensure that
each market had a unique, optimal offer price.
High ability subjects in this study that received Multi-Media Learning instruc-
tions were more likely to choose the optimal offer price across all markets they

111
participated in, after controlling for a variety of subject specific factors. These
subjects who received Multi-Media Learning instructions were also more likely to
choose the optimal offer price in the first market they participated in. Multi-Media
Learning instructions had different effects when it came to helping subjects learn
the BDM mechanism after they had some experience with it. While they did not
help subjects choose the optimal offer price more often after mistakes, Multi-Media
Learning instructions did help subjects to make fewer focal mistakes following a
market where they failed to take the optimal action. This is true for both high and
low ability subjects.
On the quiz side, Incentivized pre-experiment quizzes were not found to have a
significant impact on the rate at which subjects chose the optimal offer price. This
is true in both the first market, and across all markets. This is in contrast to the
Freeman et al. (2018) result that salience of mistakes from Incentivized quizzes
improves understanding. Incentivized quizzes had little impact on improving un-
derstanding following known mistakes.
Going forward, I recommend researchers use techniques from the Multi-Media
Learning literature when writing their experimental instructions. These techniques
have been shown to improve the decision making of high ability subjects, while not
adversely impacting the performance of low ability subjects. I also recommend that
researchers not use an Incentivized quiz at the start of their experiment. While a
pre-experiment quiz is useful, and does help to improve subject understanding, in-
centivizing that quiz provides no further benefit. This is true even when it comes to
improving subjects’ quiz scores, after controlling for various subject specific char-
acteristics. Thus, all the Incentivized quiz does is increase the amount researchers
are paying to subjects without improving the quality of the data.
As a line of further research, it would be interesting to see the type of impact

112
Multi-Media Learning instructions could have in other experimental economics set-
tings. One environment where they could have their greatest impact is in games
well described by level-k models, such as the p-beauty contest. In these settings,
if subjects have a greater understanding of the game, they maybe more likely to
play higher level strategies, potentially even strategies not previously seen played
in the literature. These types of instructions would also be useful for experiments
involving complex settings, where a high level of understanding is needed to even
approach equilibrium play.

113
Appendix A

A.1 Full SFEM Results

Table A.1 shows the full results from SFEM estimation. Standard errors generated
from 1000 bootstraps samples are provided in parentheses next to each estimate.
Table A.2 groups these estimates into a few macroarchetypes to get a better overall
view about how subjects are approaching these supergames.

A.2 Risk Attitudes

There was little difference between the results of the risk elicitation tasks between
the subjects that incorrectly answered one of more quiz questions and those that
correctly answered all three questions. The only statistically significant difference
between the to groups was that those that failed the quiz were more likely to make
irrational choices in the Holt-Laury multiple price list task. An irrational choice is
either choosing option A for all 10 rows, or switching multiple times, i.e. choos-
ing A from rows 1-4, B in row 5, A in rows 6-7 and then B in rows 8-10. Using
the results of all three tasks, CRRA parameters were estimated for all 50 subjects.
Bounds on the task specific estimates are provided on the graphs below. Addition-

114
Table A.1: Full SFEM Results

Disc RT
All C 0.043 (0.030) 0.057 (0.039)
All D 0.155 (0.049)∗∗∗ 0.060 (0.034)∗
TFT 0.194 (0.060)∗∗∗ 0.123 (0.071)∗
TF2T 0.108 (0.050)∗∗ 0.051 (0.052)
TF3T 2.07E −15 (9.48E −3 ) 0.082 (0.057)
T2FT 0.021 (0.029) 0.101 (0.070)
T2F2T 1.27E −14 (1.78E −10 ) 0.098 (0.068)
STFT 0.249 (0.061)∗∗∗ 0.082 (0.048)∗
STF2T 1.53E −14 (1.24E −12 ) 1.22E −12 (6.74E −8 )
STF3T 1.38E −14 (1.83E −13 ) 0.020 (6.25E −4 )
Grim 0.036 (0.024) 0.103 (0.059)∗
Grim2 5.73E −15 (3.38E −3 ) 0.198 (0.087)∗∗
Grim3 0.089 (0.044)∗∗ 2.73E −13 (0.021)
SGrim2 0.036 (9.68E −4 ) 1.06E −12 (2.01E −9 )
SGrim3 0.020 (0.020) 1.44E −12 (1.08E −7 )
WSLS 0.031 (0.023) 1.03E −12 (1.18E −7 )
WSLS2 1.76E −14 (1.32E −12 ) 0.025 (0.025)
T2 1.73E −14 (3.38E −12 ) 7.27E −13 (7.05E −3 )
False C 0.017 (0.018) 1.33E −13 (1.97E −3 )
ALT 1.76E −14 (1.92E −12 ) 1.34E −12 (1.08E −7 )
β 0.863 (4.48E −4 ) 0.914 (4.55E −4 )
Notes: ***: Significant at the 1% level. **: Significant at the 5% level. *: Significant at the 10%
level. Disc is the estimation using data from the discounted treatment. RT is the estimation using
the data from the random termination treatment. The first 20 periods (or every period is the
supergame lasted less than 20 periods) of each of the last four supergames were used to generate
these estimates. Standard errors generated using 1000 bootstrap samples.

115
Table A.2: Grouped Results

Disc RT
All C 0.043 0.057
All D 0.155 0.060
TFTs 0.323 0.455
STFTs 0.249 0.102
Grims 0.181 0.301
Others 0.048 0.025
β 0.863 0.914
Notes: Disc is the estimation using data from the discounted treatment. RT is the estimation using
the data from the random termination treatment. All C and All D are their respective estimates.
TFTs is the sum of all non-suspicious Tit-for-Tats (TFT, TF2T, TF3T, T2FT, and T2F2T). STFTs is
the sum of all the suspicious Tit-for-Tats (STFT, STF2T, and STF3T). Grims is the sum of all the
Grims (Grim, Grim2, Grim3, SGrim2 and SGrim3). Others is the sum of all the remaining
strategies that do not fit into one of the above categories (WSLS, WSLS2, T2, False C, and ALT).

Table A.3: Summary Statistics, Understanding Measures, First Market.

All Standard Multi-Media Learning Incentivized Unincentivized


Observations 163 80 83 81 82
Quiz Correct 2.63 2.59 < 2.66 2.78 > 2.48
Opt. Choice Rate 19.63% 18.75% < 20.48% 11.11% <∗ 28.05%
Focal Mis. 3.68% 3.75% > 3.61% 3.70% > 3.66%
Notes: All: All Data. Standard: Data from the treatments with standard instructions. Mulit-Media: Data from the treatments with Multi-Media
Learning instructions. Incentivized: Data from the treatments with an Incentivized quiz. Uninventivized: Data from the treatments with an
Unincentivized quiz. Significance determined using a Wilcoxon Rank Sum test with the Bonferroni Multiple Hypotheses Correction. *:
Statistically significant at the 10% level. ***: Statistically significant at the 1% level.

ally bounds on the whole range of estimates from all three tasks are provided for
each subject.

A.3 Regressions with the Full Data Set

This section of the appendix includes all the summary statistics for understanding
measures, and regressions run using the full data set. This includes subjects that
had a valuation of 2 in the given market.

116
Figure A.1: Risk Attitudes Paid

CRRA
Parameter
3
EG

HL

BRET

1
HLI

HLI

0 HLI
HLI

1
-1
8 17 26 34
Subjects
Notes: This graph shows the range of possible CRRA parameter values for the subjects that
successfully passed the quiz on the risk elicitation tasks. The dots represent the upper and lower
bounds of this estimate for the task of the matching color. The purple bars represent the upper and
lower bounds from all three tasks. HLI means that that subjects response in the Holt-Laury multiple
price list was irrational, i.e. multiple switching points or choosing option A for all 10 rows.

117
Figure A.2: Risk Attitudes Not Paid

CRRA
Parameter
6
EG

HL

BRET
3

0 HLI
HLI HLI
HLI
HLI

-1
1 4 8 12 16
Subjects
Notes: This graph shows the range of possible CRRA parameter values for the subjects that
incorrectly answered one or more quiz questions on the risk elicitation tasks. The dots represent the
upper and lower bounds of this estimate for the task of the matching color. The purple bars
represent the upper and lower bounds from all three tasks. HLI means that that subjects response in
the Holt-Laury multiple price list was irrational, i.e. multiple switching points or choosing option
A for all 10 rows.

118
Table A.4: Summary Statistics, Understanding Measures, All Markets.

All Standard Multi-Media Learning Incentivized Unincentivized


Observations 1630 800 830 810 820
Opt. Choice Rate 16.01% 14.50% < 17.47% 14.44% < 17.56%
Focal Mis. 6.01% 7.50% > 4.58% 6.17% > 5.85%
Notes: All: All Data. Standard: Data from the treatments with standard instructions. Mulit-Media: Data from the treatments with Multi-Media
Learning instructions. Incentivized: Data from the treatments with an Incentivized quiz. Uninventivized: Data from the treatments with an
Unincentivized quiz. Significance determined using a Wilcoxon Rank Sum test with the Bonferroni Multiple Hypotheses Correction. ***:
Statistically significant at the 1% level.

Table A.5: Understanding Measures Following Known Mistakes

All Standard Multi-Media Learning Incentivized Unincentivized


Observations 208 87 121 106 102
Opt. Choice Rate 10.10% 11.49% > 9.09% 10.38% > 9.80%
Focal Mis. 5.77% 11.49% >∗∗ 1.65% 6.60% > 4.90%
Notes: All: All Data. Standard: Data from the treatments with standard instructions. Mulit-Media: Data from the treatments with Multi-Media
Learning instructions. Incentivized: Data from the treatments with an Incentivized quiz. Uninventivized: Data from the treatments with an
Unincentivized quiz. Significance determined using a Wilcoxon Rank Sum test with the Bonferroni Multiple Hypotheses Correction. G:
Statistically significantly different from the general results using all of the relevant data. **: Statistically significant at the 5% level. ***:
Statistically significant at the 1% level.

Table A.6: Understanding Measures Following Unknown Mistakes

All Standard Multi-Media Learning Incentivized Unincentivized


Observations 1018 526 492 514 504
Opt. Choice Rate 8.25%G 7.98%G < 8.53%G 9.14%G > 7.34%G
Focal Mis. 6.68% 7.60% > 5.69% 6.42% < 6.94%
Notes: All: All Data. Standard: Data from the treatments with standard instructions. Mulit-Media: Data from the treatments with Multi-Media
Learning instructions. Incentivized: Data from the treatments with an Incentivized quiz. Uninventivized: Data from the treatments with an
Unincentivized quiz. Significance determined using a Wilcoxon Rank Sum test with the Bonferroni Multiple Hypotheses Correction. G:
Statistically significantly different from the general results using all of the relevant data. K: Statistically significantly different from Known
Mistake. *: Statistically significant at the 10% level. ***: Statistically significant at the 1% level.

119
Table A.7: Quiz Correct Regressions

Model Model 1 Model 2 Model 3


Intercept 2.54 2.51 2.47
(0.058) (0.075) (0.742)
Multi-Media (MM) -0.120 -0.243 -0.231
(0.144) (0.141) (0.205)
Incentivized (I) 0.096 0.200 0.142
(0.190) (0.214) (0.224)
MM * I 0.411 0.567 0.590
(0.413) (0.473) (0.420)
ECRT2 0.038 -0.008
(0.094) (0.104)
MM * ECRT2 0.222∗ 0.221∗
(0.113) (0.104)
I * ECRT2 -0.142 -0.153
(0.114) (0.097)
Full Controls No No Yes
Observations 163 152 135
Notes: *: Significant at the 10% level. Three subjects declined to participate in the CRT task
resulting in a decreased sample size using that control. Eights subjects CRT forms were collected
by other researchers and were misplaced, so their ECRT1 and ECRT2 scores could not be
determined. Additionally, due to a coding error, control questions were not answered by one
session of the SI treatment, resulting in the smaller sample size with full controls. OLS regressions
were used for all three models. Standard errors clustered at the session level.

120
Table A.8: First Market Regressions

Optimal Choice Dummy


Model Model 1 Model 2 Model 3
Multi-Media Learning (MM) 0.227∗ 0.453∗∗ 0.497∗∗∗
(0.129) (0.193) (0.161)
Incentivized (I) -0.253 -0.132 -0.172
(0.161) (0.201) (0.198)
MM * I 0.052 0.010 -0.074
(0.132) (0.123) (0.067)
Valuation 0.047∗ 0.050∗∗ 0.044∗
(0.028) (0.024) (0.027)
Ques. Type 1 (Q1) 0.209 0.248 0.157
(0.137) (0.176) (0.153)
∗∗
Ques. Type 2 (Q2) 0.138 0.257 0.351∗∗
(0.117) (0.115) (0.176)
ECRT2 0.137∗∗∗ 0.134∗∗
(0.066) (0.052)
MM * Q1 -0.375∗∗ -0.437∗∗ -0.325∗
(0.159) (0.180) (0.183)
MM * Q2 -0.042 -0.189 -0.346∗
(0.176) (0.154) (0.206)
I * Q3 0.100 0.253 0.339∗
(0.228) (0.188) (0.028)

MM * ECRT2 -0.086 -0.116∗
(0.043) (0.049)
Full Controls No No Yes
Observations 163 152 135
Notes: *: Significant at the 10% level. **: Significant at the 5% level. ***: Significant at the 1%
level. Three subjects declined to participate in the CRT task resulting in a decreased sample size
using that control. Eight subjects CRT forms were misfiled after the CRT scores were recorded,
preventing the formulation of their ECRT2 scores. Additionally, due to a coding error, control
questions were not answered by one session of the SI treatment, resulting in the smaller sample size
with full controls. Probit regressions were used for all models. Marginal effects reported on the
table. Standard errors clustered at the session level.

121
Table A.9: All Market Regressions

Optimal Choice Dummy Focal Mistake


Model Model 1 Model 2 Model 3 Model 1 Model 2 Model 3
Multi-Media Learning (MM) 0.084 0.191∗ 0.198∗ 0.060 0.091∗∗ 0.049∗∗
(0.110) (0.107) (0.112) (0.037) (0.045) (0.019)
Incentivized (I) -0.010 -0.061 -0.072 -0.070 -0.042 -0.005
(0.085) (0.079) (0.110) (0.042) (0.041) (0.022)
MM * I -0.042 -0.037 -0.078 0.002 -0.005 0.018
(0.079) (0.079) (0.068) (0.037) (0.034) (0.027)
Valuation 0.026∗∗∗ 0.026∗∗ 0.018 -0.003 -0.005 -0.004
(0.010) (0.011) (0.012) (0.005) (0.005) (0.004)
Market -0.006∗∗ -0.005∗∗ -0.005∗∗ 0.001 0.001 0.001
(0.002) (0.002) (0.003) (0.002) (0.002) (0.001)
Ques. Type 1 (Q1) 0.189∗∗∗ 0.194∗ 0.163∗∗∗ 0.025 0.018 -0.003
(0.072) (0.072) (0.097) (0.050) (0.038) (0.032)
∗ ∗∗∗ ∗ ∗
Ques. Type 2 (Q2) 0.066 0.120 0.157 -0.076 -0.052 -0.038
(0.077) (0.062) (0.029) (0.044) (0.032) (0.032)
Ques. Type 3 (Q3) 0.072 0.040 0.107∗ 0.041 0.079∗∗∗ 0.055∗∗∗

122
(0.082) (0.081) (0.064) (0.029) (0.027) (0.017)
ECRT2 0.050∗∗ 0.038∗∗ -0.001 -0.003
(0.022) (0.017) (0.002) (0.006)
MM * Q1 -0.146∗ -0.197∗∗ -0.187 -0.052 -0.066 -0.038
(0.077) (0.087) (0.125) (0.048) (0.046) (0.027)
∗∗
MM * Q2 0.056 -0.048 -0.143 -0.036 -0.055 -0.003
(0.092) (0.094) (0.066) (0.060) (0.056) (0.035)
MM * Q3 0.138 0.154 0.055 -0.116∗∗ -0.129∗∗∗ -0.110∗∗∗
(0.112) (0.104) (0.122) (0.047) (0.044) (0.032)
∗∗ ∗∗
I * Q2 -0.087 -0.106 -0.048 0.138 0.122 0.041
(0.096) (0.083) (0.050) (0.011) (0.053) (0.031)
Full Controls No No Yes No No Yes
Observations 1630 1520 1350 1630 1520 1350
Notes: *: Significant at the 10% level. **: Significant at the 5% level. ***: Significant at the 1% level. Three subjects declined to participate in the CRT
task resulting in a decreased sample size using that control. Eight subjects CRT forms were misfiled after the CRT scores were recorded, preventing the
formulation of their ECRT2 scores. Additionally, due to a coding error, control questions were not answered by one session of the SI treatment, resulting
in the smaller sample size with full controls. Probit regressions were used for all models. Marginal effects reported above. Standard errors were clustered
by subject and session.
Table A.10: Mistakes Regressions

Optimal Choice Dummy Focal Mistake


Model Model 1 Model 2 Model 3 Model 1 Model 2 Model 3

Multi-Media Learning (MM) -0.022 -0.007 0.010 0.131∗∗ 0.163∗∗ 0.082∗∗


(0.065) (0.068) (0.069) (0.061) (0.073) (0.033)
∗∗
Incentivized (I) 0.063 0.032 0.013 -0.109 -0.082 -0.032
(0.056) (0.055) (0.066) (0.055) (0.054) (0.028)
Ques. Type 1 (Q1) 0.045 0.056 0.063 0.064 0.050 0.010
(0.046) (0.052) (0.064) (0.051) (0.042) (0.030)
Ques. Type 2 (Q2) 0.065 0.076 0.104∗∗ -0.062 -0.037 -0.025
(0.057) (0.055) (0.046) (0.035) (0.031) (0.024)
∗∗ ∗
Ques. Type 3 (Q3) 0.015 0.028 0.058 0.032 0.063 0.036∗∗
(0.041) (0.037) (0.026) (0.032) (0.034) (0.016)
ECRT2 0.001 0.007 0.002 0.003
(0.008) (0.010) (0.007) (0.005)
∗ ∗∗
MM * Q1 -0.003 0.004 0.027 -0.108 -0.122 -0.064∗∗
(0.052) (0.070) (0.084) (0.055) (0.057) (0.031)
MM * Q2 - 0.017 -0.023 -0.091∗ -0.034 -0.061 -0.001

123
(0.061) (0.065) (0.055) (0.081) (0.075) (0.035)
∗∗ ∗∗
MM * Q3 0.063 0.055 -0.005 -0.136 -0.129 -0.110∗∗∗
(0.068) (0.064) (0.061) (0.067) (0.060) (0.025)
∗ ∗
I * Q1 -0.043 -0.037 -0.036 0.071 0.073 0.025
(0.051) (0.058) (0.068) (0.040) (0.044) (0.027)
∗∗∗ ∗∗ ∗∗ ∗∗ ∗∗
I * Q2 -0.142 -0.135 -0.069 0.144 0.129 0.045∗
(0.055) (0.055) (0.031) (0.056) (0.050) (0.025)
MM * ECRT2 -0.030∗∗ -0.030∗∗ 0.013 0.007
(0.015) (0.013) (0.008) (0.007)
I * ECRT2 0.040∗∗∗ 0.033∗∗ 0.001 -0.000
(0.011) (0.015) (0.007) (0.007)
∗∗∗ ∗∗∗
MM * Known Mistake -0.028 -0.027 -0.015 -0.048 -0.045 -0.019∗∗∗
(0.029) (0.028) (0.031) (0.016) (0.014) (0.006)

Full Controls No No Yes No No Yes


Observations 1226 1136 998 1226 1136 998
Notes: *: Significant at the 10% level. **: Significant at the 5% level. ***: Significant at the 1% level. Three subjects declined to participate in the CRT task resulting in a decreased sample
size using that control. Eight subjects CRT forms were misfiled after the CRT scores were recorded, preventing the formulation of their ECRT2 scores. Additionally, due to a coding error,
control questions were not answered by one session of the SI treatment, resulting in the smaller sample size with full controls. Probit regressions were used for all models. Marginal effects
reported above. Standard errors were clustered by subject and session.
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