Ill-defined versus precise pre-play communication in the traveler's dilemma


Autoria(s): Chakravarty, Sujoy; Dechenaux, Emmanuel; Roy, Jaideep
Data(s)

01/10/2010

Resumo

This article reports results from an experiment comparing the effects of vague versus precise pre-play communication in a highly competitive two-player game with conflicting interests. In the classic Traveler's Dilemma, non-binding precise messages about intent of play are pure cheap talk. We conjecture that a form of imprecise pre-play communication whereby subjects can submit ill-defined messages may help foster cooperation because of their vagueness. Comparing behavior both across modes of communication and to a baseline case without communication, we find that cooperation is highest when players can communicate using precise numerical messages. When communication with ill-defined messages is allowed, then conditional on receiving a message, subjects act more cooperatively than when no message is received. However, overall, the ability to exchange ill-defined messages does not substantially improve cooperation.

Identificador

http://hdl.handle.net/10536/DRO/DU:30083538

Idioma(s)

eng

Publicador

Wiley-Blackwell

Relação

http://dro.deakin.edu.au/eserv/DU:30083538/roy-illdefinedversusprecise-2010.pdf

http://www.dx.doi.org/10.4284/sej.2010.77.2.351

Direitos

2010, Wiley-Blackwell

Tipo

Journal Article