Experimental Economics: an Introduction Dr Melis Kartal ([email protected]), Dr James Tremewan ([email protected]) Introduction Overview • Why run experiments? • What are experiments? • What can we learn from them? • What are the advantages and disadvantages of experiments relative to theoretical or empirical approaches? • Some basic design decisions and methodological issues: • Deception. • Framing, incentivisation, one-shot vs repeated, Partner-matching vs stranger-matching, incentivisation, sequential vs strategy method, within vs between subject design etc. 2/15 Why Experiments Types of Experiments (a rough taxonomy)1 • Conventional lab experiment: uses students as subjects, an abstract framing, imposed set of rules. • Artefactual field experiment: a conventional lab experiment but with a non-standard subject pool, e.g. real traders or Papua New Guinean villagers. • Framed field experiment: same as artefactual field experiment but with field context in either the commodity, task, or information set, e.g. trading of sports cards at show (List; 2001). • Natural field experiment: same as framed field experiment, but subjects naturally undertake the tasks and are unaware they are in an experiment, e.g. changing notices and seed money in donation box. 1 3/15 Based on ”Field Experiments”, Harrison and List (2004). Why Experiments Why run experiments? • Identifying causality: random assignment to treatments allows identification of causality e.g. do high-powered incentives increase effort?: • can compare data on productivity of workers paid flat wage and those paid piece rate but maybe more highly motivated workers choose jobs paid by piece rate muddying identification. • in the lab we can randomly assign subjects from the same pool a flat wage or piece rate so no selection effect. • Control: can simplify the environment to focus on specific effects, and vary parameters as we need to to test specific theories. 4/15 Why Experiments Why run experiments? • Testing theories with hard-to-measure variables: often theories involve parameters that are hard to measure accurately, such as marginal cost or willingess to pay for a good. In the lab we can assign these values directly. • Observing hidden behaviour: much economic behaviour is hard to observe, such as corruption, but can be simulated in the lab. • Testing mechanisms cheaply: policies that may be expensive to test in the field, or are one-shot in nature, can be pre-tested in the lab, e.g. auction to pay Georgian farmers to reduce irrigation (Cummings, Holt, and Laury; 2004). 5/15 Why Experiments Defense of common criticisms of experiments • Most criticisms relate to ”external validity”: can we extrapolate what we learn in the lab to the ”real world”? • Lab environment ”not real”: but economic experiments are real people making real decisions with real consequences. Also, general economic theories should also apply in specific environments: a theory that doesn’t work in the controlled environment of the lab can be rejected as a general theory. • Students make different decisions: students may make more mistakes or exhibit biases not seen in experienced traders or CEOs; students populations can be more homogenous than the general population. True, but results using students can be supported by studies using other subject pools. • Theory, experimental, and empirical approaches have different strengths and weaknesses, and ideally evidence from all three should be used. 6/15 Design Issues Deception • The golden rule of experimental economics: ”Thou shalt not • • • • 7/15 deceive thy subjects!” Why not? It is crucial that subjects believe the experimenter, e.g. if we tell subjects they will be paid by piece rate but they believe they will be paid a flat wage at the end then we may misleadingly find no effect of high-powered incentives. If subjects are deceived in one experiment, or hear or read of studies where deception has taken place, they may have suspicions in future experiments, e.g. MacCoun and Kerr (1987). In experimental economics an unpolluted subject pool is seen as a public good, and studies using deception are unlikely to be published or permitted in economics labs. There can be a fine line between deception and acceptable ommission of information, but tread carefully! Design Issues Incentivisation • Subjects in economic experiments should be paid according to performance. It is highly unlikely that a non-incentivised experiment will be published in an economic journal. • It is a common assumption that subjects without appropriate financial incentives will not exert effort to make optimal choices. • Empirically this is not so clear. Some ”stylized facts”:2 • Where incentives matter, the difference is between hypothetical and real payoffs rather than low and high payoffs. • Improvement in mean performance occurs in boring tasks with high marginal returns to effort. • Incentives can reduce mean performance (e.g. induce ”over-thinking” when intuitive answer is right). • Incentives can reduce variance in performance, which is sometimes useful. • Incentivised subjects are greedier and more risk averse. 2 8/15 The following is based on Camerer and Hogarth (1999). Design Issues Framing • Most economic experiments are done without context (a ”neutral frame”), e.g. choose option A or B, rather than ”cooperate” or ”defect.” Remember: lab experiments are not about re-creating reality! • This is done to retain generality, avoid inducing particular behaviour because of connotations of words, or ”role-playing.” Traditionally economic theory has held the view that arbitrary labels should not matter. • However, researchers may use framed experiments if they are interested specifically in the effects of context. • Also, in some instances, not framing experiments can lead to a loss of control: subjects may apply their own context to help understand an abstract situation, and if different subjects apply different contexts there will be uncontrolled heterogeneity. 9/15 Design Issues Anonymity • Typically subjects in economics experiments do not know the identity of the subjects with whom they are interacting (they will know they are interacting with someone in the room, but not precisely who). This controls for effects related to individual characteristics that may influence behaviour in others. • Subjects are usually told that their name will not be connected to data from the decisions they have made, so subjects make more ”natural” decisions as they would if unobserved. • Sometimes experimenters are interested in how specific elements of identity affect decisions, so gender, class, nationality, etc may be revealed, either directly or indirectly (e.g. by name). • As a rule of thumb, you need a good reason to run a non-anonymous experiment. 10/15 Design Issues One-shot or repeated? • A game can be played once or many times. • Reasons for repeating games: • It may take time for subjects to learn to understand game. • May be interested in learning process. • Getting more observations. • Possible problems with repeating games: • Dilutes incentives. • Extra observations will not be statistically independent. • Note: when a game is repeated, typically only one randomly chosen round is paid. This is to avoid ”wealth effects” (once a subject knows they have already earnt a certain amount they may become more risk-averse or exert less effort, but we want each game they play to be comparable.) 11/15 Design Issues Partner or stranger-matching? • If a game is repeated, subjects can play with the same person (people) each time, or be randomly rematched. • Stranger matching: randomly rematched every time. May only interact once with a given subject (”perfect stranger matching”) or possibly multiple times. Typically anonymity means that in the latter case subjects will never be sure whether they have played with a subject before or not. Used if interested in one-shot interactions. • Partner matching: play with the same subjects each time. This option will be used if interested in repeated-interactions e.g. to study reciprocity or reputation effects. Essentially just implementing a ”repeated game.” 12/15 Design Issues Within/Between Subject Design • When looking for a difference in behaviour between two treatments we can choose either a within or between subject design. • Within subject design: Each subject participates in both treatments. • Subjects may choose the same in both treatments to be consistent. • May make purpose of experiment obvious (”experimenter demand effect”), or highlight treatment variable. • Has greater statisitical power. • May be interested in effect on individuals rather than averages. • Between subject design: Each subject participates in only one treatment. • Less statistical power for same number of subjects. • Fewer worries about order and demand effects. • Problem with subjective judgements: can show 9 > 221! 13/15 Design Issues Order effects • Sometimes we want the same subjects to make multiple decisions: the order in which subjects complete tasks may affect their decisions. • Examples: • Consistency and demand effects (as in within subject design). • Success in a task may increase risk taking in future tasks (winner effect: related to testosterone). • Belief elicitation prior to a task may increase understanding of the task. • Beliefs elicited after a task may be adjusted to be consistent with or to justify previous decisions. • Often experiments are ”counterbalanced” (half of subjects to task A first then task B, half do B then A). Can then test for order effects. 14/15 Design Issues Strategy method • Dynamic games can be implemented in two different ways, e.g. the sequential prisoners’ dilemma: • Direct-response: P1 makes a decision, P2 is informed of the decision then makes their own decision. • Strategy method: P1 makes a decision, and simultaneously P2 decides what they would do if P1 chose C and what they would do if P1 chose D. The strategies of the two players are combined and the outcome determined. • Advantages of the strategy method: • Obtain more data. This is especially important if, for example, all P1s chose D: in this case we would get no information about behaviour at P2’s second decision node. • Can categorise individuals: with direct-response, if we see P2 chose C after P1 chooses C, we don’t know if they are altruistic or a conditional cooperator. 15/15
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