Individual Responsibility in Team Contests Antoine Chapsal and Jean-Baptiste Vilain Individual Responsibility in Team Contests Antoine Chapsal & Jean-Baptiste Vilain∗ March 7, 2017 Abstract This paper empirically analyzes team effects in multiple-pairwise battles, where players from two rival teams compete sequentially. Using international squash tournaments as a randomized natural experiment, we show that winning the first battle significantly increases the probability of winning the second battle. This result contradicts recent theoretical literature on multi-battle team contests, according to which outcomes of past confrontations should not affect the present ones. Furthermore, we implement an estimation strategy in order to identify the effect at stake. It allows us to rule out psychological effects such as psychological momentum or choking under pressure, and to show evidence of an individual contribution effect: players not only benefit from their team’s win, but also value the fact of being individually - even partly - responsible for the collective success. Such an effect is of first importance to understand why, despite free riding, individuals can make a significant effort when facing collective-based incentives. JEL Classification C72, D79, L83, M54. Keywords Team Economics, Multiple-Pairwise Battles, Individual Responsibility. ∗ Chapsal: Department of Economics, Sciences Po, 28, rue des Saints Pères, 75007 Paris, France (e-mail: [email protected]); Vilain: Department of Economics, Sciences Po; 28, rue des Saints Pères, 75007 Paris, France (e-mail: [email protected]). We are grateful to Romain Aeberhardt, Ghazala Azmat, Gabrielle Fack, Philippe Février, Emeric Henry, Guy Laroque, Gael Le Mens, and seminar participants at Sciences Po. The usual disclaimer applies. 1 1 Introduction Multiple pairwise battles,1 refer to extremely common situations where players from two rival teams compete sequentially. Such situations include for example sport events or competition between firms for winning different markets. A famous example of multiple pairwise battles is the tennis Davis Cup, where the players from two national teams compete sequentially in a best-of-five contest. Fu, Lu & Pan (2015) present a benchmark theoretical analysis of multiple pairwise battles. They show, under standard assumptions, that the outcome of a battle is independent from the outcome of previous and subsequent confrontations. Such a result, which they refer to as “neutrality,” implies that confrontations can be considered independent, and there is not any “dynamic linkage” between subsequent battles. The order of play does not affect the final result. Neutrality comes from the fact that players do not internalize the cost of effort of the next battles, simply because it is borne by their teammates. The opposite phenomenon – namely, the “discouragement” effect, arises in multi-battle individual contests where the same players sequentially fight one against the other.2 In such individual contests (e.g., a two-set tennis match), winning the first confrontation (or the first set) positively affects the probability of winning the next one: the remaining effort to win the contest is lower for the front runner than it is for the laggard. The former is therefore more likely to win than the latter. Such a discouragement effect, which has been intensively studied,3 cannot occur in multiple pairwise battles, as the remaining effort to obtain the final payoff after a non-definitive battle is not to be supported by the current player. From a theoretical point of view, neutrality comes from the fact that the prize spread, i.e., the difference in expected payoff from winning and from losing a battle, is the same for the two opposing players. Therefore, the outcome of a battle does not depend on previous outcomes. On the contrary, the discouragement effect in individual contests is caused by asymmetric prize spreads: the front runner has a higher prize spread than the laggard and accordingly more incentives to win. As stressed by Fu, Lu & Pan (2015), the neutrality result sharply contrasts with the usual wisdom according to which battles are not independent in a team contest. Even when assuming that a player does not bear the cost of his teammates, three kinds of effects would explain that winning a first battle should affect the outcome of the subsequent one in multiple pairwise battles: (i) environment effects; (ii) psychological effects; and (iii) individual responsibility. First, neutrality implies that team environment does not affect players’ performance. For instance, the neutrality result holds as long as there is no peer effects. Peer effects would occur if the average level of a team (or the average level of the players that are not part of the confrontation under scrutiny) positively affects each individual performance. Being in a more 1 The expression “Multiple pairwise battles” is used by Fu, Lu & Pan (2015). The alternative expression “Multi-battle team contest” is also used by some authors. 2 See Dechenaux, Kovenock & Sheremeta (2015) for a survey. 3 Contrary to multiple pairwise battles, there is an abundant literature on individual contests, which finds evidence of the dependence of outcomes in subsequent individual confrontations and confirms the discouragement effect. For instance, Klumpp & Polborn (2006) model U.S. presidential primaries as a best-of-N contest between two candidates and show that winning the early districts strongly affects the probability of winning later districts. Malueg & Yates (2010) find empirical evidence of strategic effects in individual tennis matches. Taking a sample of equally skilled players (same betting odds), they show that the winner of the first set exerts more effort in the second set than the loser. They rule out the fact that such an effect is psychological. Mago, Sheremeta & Yates (2010) provide experimental evidence of a discouragement effect in a best of three Tullock contest. They also show that this effect is strategic, not psychological. Harris & Vickers (1987) show that in a two-firm R&D race model, an early lead yields easy wins in subsequent battles because of a discouragement effect of the lagging opponent. Konrad & Kovenock (2009) show in a theoretical framework that the introduction of intermediate prizes for component battles (i.e., payoff from winning a single battle even if the match is lost) reduces the “discouragement effect.” 2 stimulating environment might increase each teammate’s probability of winning. The existence of peer effects is still debated in the literature. For instance, Mas & Moretti (2009) show, using high-frequency data from a field experiment, that worker effort is positively related to the productivity of workers who see him. On the contrary, Guryan, Kroft & Notowidigdo (2009) find no evidence of peer effects in a high-skill professional labor market: neither the ability nor the current performance of playing partners affect the performance of professional golfers. Second, two kinds of psychological effects – namely “psychological momentum” and “chokingunder-pressure” effects, may explain the absence of neutrality. More precisely, a psychological momentum refers to the fact that winning a battle provides the player with extra confidence and helps him winning the next one. It therefore implies that initial success in a contest produces momentum that leads to future success. The “choking-under-pressure” effect may occur when a player faces more pressure than his opponent. This pressure might have a detrimental effect on performance and might thus explain that winning the first battle affects the probability of winning the next one. For instance, Apesteguia & Palacios-Huerta (2010) use the random nature of the order of soccer penalty shoot-outs to provide evidence of such psychological pressure. They show that teams that take the first kick in the sequence win the penalty shoot-out 60.5 percent of the time. Given the characteristics of the setting, they attribute this high difference in performance to psychological effects resulting from the consequences of the kicking order. Kocher, Lenz & Sutter (2012) find different results using a larger sample of penalty shoot-outs. Third, individual responsibility may explain outcome dependence in multiple pairwise battles. Two kinds of opposite individual responsibility effects may exist. A player may dread being (partly) responsible for his team’s defeat (“guilt aversion”). This effect has been developed in theoretical and experimental literature. For instance, Charness & Dufwenberg (2006) examine experimentally the impact of communication on trust and cooperation. Their design admits observation of promises, lies, and beliefs. They found evidence of guilt aversion showing that people strive to live up to others’ expectations. Furthermore, Chen & Lim (2013) develops a behavioral economics model in order to analyze whether managers should organize employees to compete in teams or as individuals. They consider that their main conclusion, according to which team-based contests yield higher effort than an individual-based contest, is driven by guilt aversion. However, their experiment does not allow them to rule out an alternative interpretation of their results: players may value not only the reward yielded from their team’s win but also the fact of being partly responsible for the collective success (what we refer to as “individual contribution”). They indeed specify that “within-group comparisons may exist among team members that contributes the most to the team’s victory”.4 In such a case, the current player of the leading team has a higher probability of being (partly) responsible for the collective success than his opponent. This higher probability increases his incentive to make a high costly effort, thereby increasing his probability of winning. If players value contributing to their team’s success, then the prize spread is no longer the same for the front runner and the laggard. In such a case, winning the first battle endogenously creates asymmetry in prize spreads and may therefore lead to outcome dependence between subsequent battles. These potentially strong effects motivate to empirically test for neutrality. Fu, Ke & Tan (2015) provide an experimental test by conducting a simple best-of-three team contest experiment. In their setting, teams compete by counting the number of zeros in a series of 10-digit number strings composed of 0s and 1s. Players from rival teams are pairwise matched. Fu, Ke & Tan (2015) conclude that players from both teams remain equally motivated after observing the outcome of the first component contest, and therefore a team tournament is equally likely to end after two or three component contests. However, their results are based on a limited number of observations, which may affect their conclusions. Moreover, Huang (2016) uses team squash 4 Chen & Lim (2013), p. 2833. 3 data and does not find evidence against neutrality. However, his findings are robust neither to a more extensive dataset on team squash championships nor to alternative measures of players’ relative ability than the ratio of their rankings. Our main contribution is to show strong evidence, based on field data, of a dynamic linkage between confrontations in multiple pairwise battles. Following Huang (2016), we use international squash team championships as a randomized natural experiment to test the neutrality result in multiple pairwise battles. International squash team confrontations offer a perfect empirical setting, as they consist in best-of-three team contests, where players of the rival teams compete sequentially, each player only playing once. Furthermore, there is no selection bias that might affect team compositions as only the best national players are selected to participate in such events. More importantly, the sequence of battles in a team confrontation is randomly drawn and cannot be manipulated. Based on an extensive dataset of international squash team confrontations from 1998 to 2016, we find evidence of a dynamic linkage between subsequent battles. More precisely, we show that winning the first battle significantly increases the probability of winning the second battle. Such a team effect contradicts neutrality. We also derive testable predictions from a simple theoretical model to further explain outcome dependence in this multiple pairwise battles setting. We find strong evidence against psychological effects: psychological momentum and choking-under-pressure effects do not explain the dynamic linkage between the first two squash battles. Our empirical findings suggest that outcome dependence among battles results from individual contribution. Players value being (at least partly) responsible for the collective success. The remainder of this paper is organized as follows. Section 2 provides empirical evidence against neutrality in multiple pairwise battles. After presenting the neutrality results from Fu, Lu & Pan (2015), we introduce the empirical setting and the available field data. We show evidence against neutrality in this setting: winning the first battle strongly increases the probability of winning the second battle, which implies that battles are not independent. Section 3 focuses on the identification of the mechanism driving non-neutrality: we show that outcome dependence is explained by the fact that players value not only the final reward yielded by their team’s win but also being actively part of the collective success. Section 4 further discusses the individual responsibility result and show that individual contribution can mitigate the effect of free-riding behaviors. Section 5 concludes. 2 2.1 Neutrality in multiple pairwise battles Theoretical framework This section theoretically presents the neutrality result from Fu, Lu & Pan (2015). For the sake of simplicity, we consider a simple case developed by Fu, Lu & Pan (2015), which is a best-ofthree team contest with complete information where the contest success function is a lottery.5 This basic framework allows us to present the neutrality result and the assumptions on which it relies. 5 Fu, Lu & Pan (2015)’s setting encompasses any best of 2n+1 multiple-pairwise battles for which the contest technology is homogeneous of degree-zero in players’ efforts and induces a unique bidding equilibrium in any two-player one-shot contest with a fixed prize. They identify seven contest functions satisfying these two requirements: all-pay auction with two-sided continuous incomplete information, generalized Tullock contest with two-sided continuous incomplete information, all-pay auction with discretely distributed marginal costs and two-sided continuous incomplete information, all-pay auction with one-sided continuous incomplete information, generalized Tullock contest with complete information (presented in this paper) and all-pay auction with complete information. 4 2.1.1 Setting We consider a best-of-three team contest with complete information. A team X is opposed to a team Y . The contest presents the following features: (i) there are 3 risk-neutral players in both teams. Each player only plays one individual battle. Xi (respectively Yi ) is the player of team X (respectively Y ) that plays the ith battle, i = {1, 3}; (ii) team X wins as soon as it wins two battles and loses as soon at it loses two battles; and (iii) the third individual battle takes place only if team X and team Y have both won one battle. Let pi be the probability that Xi wins his battle against Yi , xi , pi = xi + yi where xi is the level of effort of Xi and yi is the level of effort of Yi . This function is the simplest version of the Tullock contest success function,6 also referred to as a lottery contest. Players do not have the same ability. This is reflected in a linear cost function, given by xi , C(Xi ) = θXi where θXi is the innate ability of Xi . The cost of effort is thus a decreasing function of the innate ability of a player. The payoff associated to the collective win (denoted V ) is the same for every player. Players also get a battle reward v when they win their individual battle (independently of their team’s outcome). V and v are strictly positive.7 2.1.2 Theoretical results Result 1. Equilibrium probability of winning. In a multiple pairwise battle, players choose their optimal level of effort such that the probability that player Xi wins a confrontation is given by θXi ∆UXi p∗i = , θXi ∆UXi + θY i ∆UY i where ∆UXi = (UXi |W inXi ) − (UXi |LossXi ), respectively ∆UY i = (UYi |LossXi ) − (UYi |W inXi ), is the prize spread of player Xi , respectively Yi . Proof. Let UJi |W inKi (respectively UJi |LossKi ) be the utility of player Ji , Ji = {Xi , Yi }, when Ki wins (respectively looses) battle i, Ki = {Xi , Yi }. Both players choose their level of effort to maximize their expected utility: yi xi xi , (UXi |W inXi ) + (UXi |LossXi ) − max xi xi + yi xi + yi θXi yi xi yi max (UYi |LossXi ) + (UYi |W inXi ) − . yi xi + yi xi + yi θ Yi Assuming that U s are independent of xi and yi , the first order conditions yield the following optimal levels of effort and equilibrium probability of winning p∗i : x∗i = (θXi ∆UXi )2 θY i ∆UY i (θXi ∆UXi + θY i ∆UY i )2 6 See Buchanan, Tollison & Tullock (1980) Lu & Pan (2015) also consider the case where v = 0. As it does not affect their predictions, we only consider the case where v > 0 in this paper. 7 Fu, 5 yi∗ = θXi ∆UXi (θY i ∆UY i )2 (θXi ∆UXi + θY i ∆UY i )2 Finally, p∗i = θXi ∆UXi θXi ∆UXi + θY i ∆UY i where ∆UXi = (UXi |W inXi ) − (UXi |LossXi ) is the prize spread of player Xi and ∆UY i = (UYi |LossXi ) − (UYi |W inXi ) is the prize spread of player Yi . This first result shows that the outcome of a battle depends on two parameters only, which are (i) players’ relative ability (or cost of effort), and (ii) players’ relative prize spreads. When players are symmetric (θXi = θYi ), the outcome of the battle will only depend on players’ incentives: if ∆UXi > ∆UY i , the prize spread between winning and losing will be higher for player Xi , who will be therefore more likely to win than his opponent. Result 2. Neutrality – Fu, Lu & Pan (2015). In a multiple pairwise battle where there are (i) common prize spreads (i.e., ∆UXi = ∆UY i ), and (ii) no psychological effects, players choose their optimal level of effort such that the probability that player Xi wins a confrontation is given by θXi . p∗i = θXi + θY i Proof. This result is directly derived from Result 1. The neutrality result comes from the fact that, when there are common prize spreads and no psychological effects, the equilibrium probability of winning is only determined by each player’s ability. The team contest therefore boils down to a series of independent lotteries. Fu, Lu & Pan (2015) derives the three following results from neutrality: History Independence Players’ winning odds in each battle are independent of the state of the contest (i.e., leading or lagging behind has no effect). Sequence Independence Reshuffling the sequence of battles will not affect the probability of each team’s winning the contest. Temporal-Structure Independence The temporal structure of the contest (sequential or simultaneous) will not affect the probability of each team’s winning the contest. These theoretical results show that neutrality is based on two crucial assumptions, which are (i) common prize spreads, and (ii) the absence of psychological phenomena affecting performance. Xi (i) Common prize spreads We observe neutrality (i.e., p∗i = θXiθ+θ ) if and only if players Yi have common prize spreads (i.e., ∆UXi = ∆UY i ). This condition is satisfied in the case where players only value the collective win (payoff V ) and the battle reward (payoff v). In a non-trivial battle 3,8 both players have a prize spread of V +v, as they get both the collective and the battle rewards if they win and a payoff of 0 if they lose. In battle 2, the two players also have the same prize spread: the player in the leading team gets V + v, if he wins, and p∗3 V if he loses (as he can still get the collective reward V if his teammate wins battle 3, 8 A non-trivial battle is a battle for which the winning team has not been determined yet. In a best of three team contest, battle 3 is non-trivial if and only if each team has won one battle in the two previous rounds. 6 which occurs with a probability p∗3 ), so his prize spread is V + v − p∗3 V = v + (1 − p∗3 )V . The player in the lagging team gets v +(1−p∗3 )V if he wins, as he gets the battle reward for sure and the collective reward if his teammate wins battle 3, which occurs with a probability (1 − p∗3 ). If he loses, the contest ends and he gets a payoff 0, so his prize spread is also v + (1 − p∗3 )V . A similar logic applies to battle 1. However, players might not only value the collective win and the battle reward but also the fact of being individually (partly) responsible for the collective success. If such motivation is at stake, prize spreads become asymmetric in battle 2: the player in the leading team has more incentives to win than his opponent because he is sure to contribute to the success of his team if he wins his battle, while his opponent will be “success-responsible” if and only if his teammate also wins in period 3. Thus individual responsibility would invalidate the assumption of common prize spreads and lead to non-neutrality.9 (ii) Absence of psychological effects affecting performance The second assumption on which neutrality holds is that players’ cost of effort are not affected by the circumstances of the contest: the outcome of a battle only depends on players’ relative innate abilities. Nevertheless, players’ effort cost may be affected by the context through psychological factors. A player might have a psychological momentum following the victory of his teammate, which would be equivalent to a decrease in his effort cost. On the contrary, players’ cost of effort could increase when they face pressure. This choking under pressure phenomenon could occur when stakes are high, for example when two players are opposed in a pivotal battle. Incorporating such psychological effects in the cost function of players would also lead to non-neutrality. There is a few phenomena that might explain why these two crucial assumptions do not necessarily hold. The next section presents an empirical strategy to test for neutrality. 2.2 2.2.1 Empirical setting and data International squash championships as a randomized natural experiment Professional squash team data are particularly suited for analyzing multiple pairwise battles. The structure of international squash confrontations exactly corresponds to a theoretical bestof-three team contest with complete information: the identity of the six players (three in each rival team) involved and the order in which they play are determined before the beginning of the confrontation. Battles are played sequentially; each player only plays one battle. A team wins as soon as two of its players win. International squash tournaments can be exploited as a randomized natural experiment to analyze potential team effects in multiple pairwise battles as they present the two following features: (i) there is no selection bias; (ii) the order of the battles is randomly drawn. (i) No selection bias Given the high stakes of these international championships, only the best players of each participating country are selected to compete. Selection in the national team is driven by the results of each player on the various individual championships before the team event. Players’ individual results, and, consequently, players’ national rankings, are not determined by the fact of being selected in the national team. Therefore, there is no selection bias regarding the sample of players to be part of the team. 9 A situation where players internalize part of their teammates’ cost of effort would also induce asymmetric prize spreads in battle 2. This is further discussed in section 4.1. 7 (ii) Ex-ante randomly-drawn order of play Each National Squash Association has to rank its players by descending order of strength and has to declare this order truthfully: a ranking that does not reflect the actual hierarchy amongst teammates can be ruled out by opponents or organizers.10 More importantly, the order of the three battles is randomly drawn among four possibilities for every confrontation: 1-2-3,11 1-3-2, 2-1-3 and 3-1-2. This ex-ante randomly-drawn order of play ensures that teams cannot manipulate in any way the sequence of games to be played. 2.2.2 Data Our data12 include 2.039 national team matches from 1998 to 2016. We consider 55 international team tournaments, including Men’s and Women’s World Team Championships, Men’s and Women’s Asian Team Championships and Women’s European Team Championships.13 The World Team Championships are organized by the World Squash Federation (WSF). The competition is held once every two years, with the venue changing each time. The men’s and women’s events are held separately in different years.14 The Asian Team Championships are organized by the Asian Squash Federation (ASF) and take place every two years. Finally, the European Team Championships are organized by the European Squash Federation (ESF) every year. We also collected player’s monthly world rankings, which are published by the Professional Squash Association (PSA). These rankings are only based on players’ performance in individual tournaments, so they are not correlated with their performance in past team tournaments. We use the PSA rankings as a proxy for players’ ability. 2.3 Testing for neutrality in multiple pairwise battles According to Fu, Lu & Pan (2015)’s model, the probability of winning a battle is not affected by the outcome of previous battles: only the relative ability of the players involved in a battle matters. Neutrality comes from the fact that both players have the same incentive to win because they have the same prize spread (i.e., the same utility gap between winning and losing). Test 1. There is evidence in support of neutrality if winning the first battle does not affect the probability of winning the second one. 2.3.1 The absence of neutrality: statistical evidence The simplest way to assess whether winning the first battle affects the probability of winning the second match is to construct a sample in which players from both teams involved in the second battle have similar rankings. Based on this sample of equally skilled players, one would expect, if there were neutrality, half of the contests to be won by the player who belongs to the leading team.15 To do so, we compute the ratio of the rankings of both players involved in the second battle, and we restrict our sample to observations where this ratio is lower than some threshold values: 10 See section R of World Squash Championship Regulations for details. meaning that players ranked 1st play the first game, players ranked 2nd play the second game and players ranked 3rd play the third game. 12 The data comes from the website http://www.squashinfo.com. 13 We do not include Men’s European Team Championships in our sample because this tournament adopts a best-of four structure with ties broken by points count back. 14 2015 Men’s World Team Championship, which was planned in Cairo, Egypt, has been canceled. 15 Such an identification strategy is implemented by Malueg & Yates (2010) who use betting odds to construct a sample of tennis matches with equally skilled players. 11 1-2-3 8 (i) ratio < 1.5 – variant 1, (ii) ratio < 1.4 – variant 2, and finally (iii) ratio < 1.3 – variant 3. According to this definition, a match between a player ranked 15 and a player ranked 25 will not be included in any variant (the ratio of these rankings being 1,66), while a match between a player ranked 15 and a player ranked 17 will be included in the three variants (the ratio of these rankings being 1,13). We note X1 the player who won the first battle against Y1 , and X2 the player who belongs to the leading team involved in battle 2 against Y2 . Table 1 displays the empirical probability that X2 wins the second battle for each of the variants considered. It also specifies the frequency of the cases where the ranking of X2 is smaller than the ranking of Y2 , i.e., situations where X2 is slightly better than his opponent, as a high observed probability that X2 wins could be simply caused by the fact that X2 is better skilled than his direct opponent. Table 1: Satistical evidence against neutrality Variant 1 X2 wins battle 2 59.7% Ranking of X2 < Ranking of Y2 53.5% Number of observations Statistically different from 50% at ∗∗ 211 ∗ p < 0.05, ∗∗ Variant 2 ∗ Variant 3 59.1% 60.4%∗ 53% 50.4% 181 139 p < 0.01 The results presented in table 1 show that the probability that the player who belongs to the leading team wins is larger than 50% (significant at the 5% level in the three variants). In other terms, winning the first battle significantly increases the probability of winning the second one. This first finding against neutrality is not driven by a sample bias, as the proportion of matches where X2 is better ranked than Y2 is not significantly different from 50% in any of the three variants. 2.3.2 Evidence against neutrality: main specification Restricting the sample to players who have similar rankings is a convincing way to control for players’ relative ability but it considerably reduces the number of observations. In order to use our entire sample, we need to integrate a measure of players’ ability as a control variable. We use rankings as a categorical variable with 7 modalities (Top 5 / 6-15 / 16-30 / 31-50 / 51-75 / 76-105 / 106-400, which is the reference category) to control for players’ ability.16 We label the two opposing teams as “Team A” and “Team B” 17 and their players as A1 , A2 , A3 , B1 , B2 and B3 where the subscript indicates the battle in which the player is engaged. We can test for neutrality by assessing whether the probability that A2 wins against B2 is higher when A1 won against B1 in the previous battle, controlling for A2 ’s and B2 ’s modality of ranking. Thus we regress the dummy variable indicating whether A2 wins or loses battle 2 on a dummy variable indicating whether A1 won or lost battle 1, on dummies indicating the ranking modalities of A2 and B2 and on dummies indicating whether team A is at home or away (the 16 We chose these modalities of ranking because they provide a very good fit to predict the winner on individual squash championships data. Indeed, increasing the size of the ranking range by 5 from one modality to the next (except for the last one) allows us to get a very good trade-off between an accurate measure of players’ ability and a sufficient number of observations in each modality. Furthermore, we show in table 3 that taking the ratio of players’ rankings instead of ranking modalities does not significantly affect the results. 17 In the remainder of this paper, we label “Team A” and “Team B” each of both opposed teams in a given confrontation, with no further condition on the outcome of the first battle. When we deliberately choose the team that won the first battle, we refer to it as “Team X”, or “X”. 9 reference being neutral-field).18 A2 wins battle 2 = β0 + βN on−neutrality × A1 won battle 1 + 6 X r=1 βr × Rankingr,A2 − 6 X βr × Rankingr,B2 + βhome × HomeA + βaway × AwayA + AB2 r=1 We use a linear probability model so as to interpret the coefficient easily.19 The results are displayed in column (1) of table 2. The coefficient of interest is significant at the 0.1% level and the magnitude of the effect is very strong: 0.14. This means that in a battle involving two players with similar rankings, the probability that the player in the leading team wins is 0.57 while the probability that the player in the lagging team wins is only 0.43. Neutrality implies that there is no environment effect, including peer effects. Being in a team with high-performing teammates may increase the productivity of a player, as a more stimulating environment may increase performances. Since high-performing players tend to win their battle, the player in the leading team is likely to be surrounded by more talented teammates than the player in the led team. Therefore, peer effects might be a confounding factor for sequence dependence. We take into account environment effects and other unobservables such as the relative quality of teams’ managers or the cohesiveness between players by including teams’ ranking (each team is seeded) as additional continuous control variables in specification (2). Teams’ ranking reflects the extent to which teams are favorite and are determined before the beginning of the competition by specialists, who base their judgment on all available information. Such a ranking therefore encompasses most of the environment effects that may be at stake, including the current physical condition of each player. Test 2. There is evidence in support of environment effects as the only driver of non-neutrality if we do not observe any dynamic linkage once taken into account team characteristics (in particular the overall team level). Winning the first battle remains significant at the 0.1% level once teams’ rankings are introduced and the magnitude of the effect does not change much (0.11). This is clear evidence that sequence dependence is not caused by confounding peer effects. 18 Note that the structure of our dataset is very particular because it is symmetric: if a player wins, his opponent loses. Since we want to use rankings modalities, we need to decompose every battle into two observations. We then weight each observation by 12 so as to adjust standard errors correctly. 19 We obtain very similar results with probit and logit estimations. 10 Table 2: Evidence against neutrality (rankings’ categories) Dep. var: A2 wins battle 2 (1) (2) A1 won battle 1 0.139∗∗∗ (0.029) 0.114∗∗∗ (0.031) A2 ’s ranking: Top 5 0.723∗∗∗ (0.057) 0.651∗∗∗ (0.070) A2 ’s ranking: 6-15 0.577∗∗∗ (0.046) 0.521∗∗∗ (0.057) A2 ’s ranking: 16-30 0.467∗∗∗ (0.043) 0.420∗∗∗ (0.051) A2 ’s ranking: 31-50 0.293∗∗∗ (0.043) 0.261∗∗∗ (0.047) A2 ’s ranking: 51-75 0.185∗∗∗ (0.047) 0.156∗∗ (0.049) A2 ’s ranking: 76-105 0.093∗ (0.047) 0.074 (0.049) ∗∗∗ B2 ’s ranking: Top 5 -0.723 (0.057) -0.651∗∗∗ (0.070) B2 ’s ranking: 6-15 -0.577∗∗∗ (0.046) -0.521∗∗∗ (0.057) B2 ’s ranking: 16-30 -0.467∗∗∗ (0.043) -0.420∗∗∗ (0.051) B2 ’s ranking: 31-50 -0.293∗∗∗ (0.043) -0.261∗∗∗ (0.047) B2 ’s ranking: 51-75 -0.185∗∗∗ (0.047) -0.156∗∗ (0.049) B2 ’s ranking: 76-105 -0.093∗ (0.047) -0.074 (0.049) A2 at home 0.022 (0.051) 0.009 (0.052) A2 away -0.022 (0.051) -0.009 (0.052) A2 ’s team seeding -0.007 (0.004) B2 ’s team seeding 0.007 (0.004) Constant Observations R2 0.430∗∗∗ (0.038) 0.443∗∗∗ (0.058) 931 0.42 893 0.42 Standard errors in parentheses ∗ p < 0.05, ∗∗ p < 0.01, ∗∗∗ p < 0.001 Reading note (column 1): the probability that A2 wins increases by 0.139 when his teammate A1 won battle 1. Reading note (column 1): the probability of winning of a player ranked in the Top 5 is 0.723 higer than the probability of winning of a player ranked below 105 (reference category). 2.3.3 Robustness check In this section, we test an alternative specification in order to check the robustness of the results displayed in table 2. One potential concern would be that the categories of rankings do not correctly reflect players’ ability. In such a measurement error case, winning the first battle might not have any causal impact on winning the second battle. We thus perform the same regression using an alternative measure of players’ relative ability. In table 3, we use the ratio of rankings instead of the categories of rankings to control for players’ relative ability. The reference player is defined as the player with the better ranking in battle 2, so that the ratio of rankings is strictly smaller than 1. Winning the first battle remains significant at the 1% level and the magnitude of the effect is close to the one estimated with ranking categories (0.09 vs 0.11). This additional result confirms that the outcome of battle 1 11 affects the probability of winning battle 2. This result contradicts neutrality. Table 3: Evidence against neutrality (ratio of rankings) Dep. var: A2 wins battle 2 0.087∗∗ (0.030) A1 won battle 1 RankingA2 RankingB2 -0.522∗∗∗ (0.054) (< 1) A2 at home 0.085 (0.049) A2 away 0.048 (0.050) A2 ’s team seeding -0.001 (0.004) B2 ’s team seeding 0.004 (0.003) 0.916∗∗∗ (0.042) Constant Observations R2 893 0.17 Standard errors in parentheses ∗ 3 p < 0.05, ∗∗ p < 0.01, ∗∗∗ p < 0.001 The role of individual contribution to team success In section 2.3, we presented empirical evidence against neutrality in multiple pairwise battles. We further showed that the dynamic linkage between battles does not only result from team environment effects. Other effects should explain why the outcomes of subsequent battles are dependent. Based on our theoretical results, such a dynamic linkage may be caused by psychological effects or changes in prize spreads, which affect players’ incentives to win. We adapt the theoretical framework from section 2.1 to describe the potential drivers of non-neutrality: psychological effects and individual responsibility. 3.1 Psychological effects Psychological effects imply an increase or a decrease in players’ performance under certain circumstances, without any change in players’ incentives (prize spreads). Two main psychological effects, which are discussed in recent economic literature, might be at stake in multiple pairwise battles: psychological momentum and choking under pressure. Psychological momentum Psychological momentum implies that winning a battle increases a player’s confidence and makes him more likely to win the next one (“success breeds success”). We integrate psychological momentum in our theoretical setting by multiplying by ψ (ψ > 1) the ability of the player whose team won the last battle. This changes the probabilities that player X2 and player X3 win. In that case,20 p∗3P M = 20 See θ X3 , θ X3 + θ Y 3 ψ Appendix for detailed computations. 12 where team X is defined as the team that won battle 1 and lost battle 2. p∗2P M = θX2 ψ , θX2 ψ + θY2 where team X is defined as the team that won battle 1. θ 2 As p∗2P M > θX X+θ and p∗3P M < Y2 2 our theoretical setting. θX3 θX3 +θY3 , the following empirical test can be derived from Test 3. There is evidence in support of psychological momentum if: 1. Winning the first battle increases the probability of winning the second battle. 2. In a non-trivial battle 3, the player in the team that won battle 2 is more likely to win than the player in the team that won battle 1.21 In order to test for the second condition, we focus on the subsample of non-trivial battles 3 (i.e., the 191 matches of the sample for which the winning team has not been determined after the first two battles). For these matches, there are only two possible scenarios regarding the outcome of the two previous battles: either Team A won battle 1 and lost battle 2, or Team A lost battle 1 and won battle 2. We create a dummy variable labeled A1 lost battle 1 and A2 won battle 2, that is equal to 0 in the first scenario and to 1 in the second scenario. Psychological momentum would imply that this variable has a positive and statistically significant effect on A3 wins battle 3. The model we test is therefore given by: A3 wins battle 3 = β0 + βP M × A1 lost battle 1 and A2 won battle 2 + 6 X r=1 βr × Rankingr,A3 − 6 X βr × Rankingr,B3 + βcontrols × Controls + AB3 r=1 and the results are displayed in table 4 (column 1). As a robustness check, we use the ratio of rankings as an alternative measure of players’ relative ability (column 2). The effect of the sequence variable A1 lost battle 1 and A2 won battle 2 is not statistically significant in any of the two specifications: psychological momentum does not explain non-neutrality. 21 This identification strategy is also used by Malueg & Yates (2010) and Mago et al. (2010). 13 Table 4: Evidence against psychological momentum Dep. var: A3 wins battle 3 A1 lost battle 1 and A2 won battle 2 RankingA3 RankingB3 (1) (2) -0.026 (0.067) -0.002 (0.063) -0.364∗∗ (0.134) (< 1) A3 ’s ranking: Top 5 0.765∗∗ (0.261) A3 ’s ranking: 6-15 0.548∗∗∗ (0.153) A3 ’s ranking: 16-30 0.376∗∗ (0.141) A3 ’s ranking: 31-50 0.261∗ (0.127) A3 ’s ranking: 51-75 0.185 (0.114) A3 ’s ranking: 76-105 0.006 (0.116) B3 ’s ranking: Top 5 -0.765∗∗ (0.261) B3 ’s ranking: 6-15 -0.548∗∗∗ (0.153) B3 ’s ranking: 16-30 -0.376∗∗ (0.141) B3 ’s ranking: 31-50 -0.261∗ (0.127) B3 ’s ranking: 51-75 -0.185 (0.114) B3 ’s ranking: 76-105 -0.006 (0.116) A3 at home -0.018 (0.127) -0.126 (0.114) A3 away 0.018 (0.127) -0.071 (0.123) A3 ’s team seeding -0.020 (0.011) -0.021∗ (0.011) B3 ’s team seeding 0.020 (0.011) 0.015 (0.010) Constant 0.513 Observations R2 ∗∗∗ (0.142) 191 0.26 0.971∗∗∗ (0.106) 191 0.10 Standard errors in parentheses ∗ p < 0.05, ∗∗ p < 0.01, ∗∗∗ p < 0.001 Choking under pressure Dynamic competitive settings may create psychological pressure on competitors, thereby affecting their performances. The player who belongs to the lagging team might – all other things being equal, face more pressure than the player in the leading team as he needs to win to ensure that his team remains in the contest. Such a phenomenon might therefore explain why we observe a positive effect of winning the first game on the probability of winning the next. However, the difference in competitive pressure faced by each player in battle 2 also depends on the expected result of a possible third game. For instance, in a situation where (i) X1 defeated Y1 in the first confrontation, and (ii) X3 has a extremely low equilibrium probability of winning the third match, if any, (i.e., p∗3 goes to 0) the second battle is decisive for both players. Both players therefore face maximal pressure as winning the second battle would give the final victory to the team they belong to. On the contrary, if X3 has a extremely high equilibrium probability of winning the third match (i.e., p∗3 goes to 1), the second battle is a confrontation with nothing 14 at stake, its outcome will not affect team X’s victory, and none of the players faces psychological pressure. In other terms, the expected outcome of the third battle allows one to assess the gap in competitive pressure that is faced by the players in the second game. Formally, considering that X1 won battle 1, the choking-under-pressure effect yields the following prediction:22 p∗2CU P = θX2 f (p∗3 ) , θX2 f (p∗3 ) + θY2 g(p∗3 ) ∂f where f (.) and g(.) are any function such that ∂p ∗ > 0, 3 (with 0 < η < 1) and limx→1 f (x) = limx→1 g(x) = 1. We therefore have ∂g ∂p∗ 3 > 0, limx→0 f (x) = limx→0 g(x) = η lim (p∗2CU P |p∗3 = x) = lim (p∗2CU P |p∗3 = x) = x→0 x→1 θX2 = p∗2 θ X 2 + θ Y2 This yields the following empirical test. Test 4. There is evidence in support of a “choking-under-pressure” effect if winning the first battle affects the probability of winning the second one, except when the equilibrium probability of winning the third battle takes extreme values, i.e., the outcome of the third battle is “almost certain”. In order to test this prediction empirically, we focus on the subsample of contests for which the outcome of battle 3 is “almost certain”. We consider that the outcome of a battle is “almost certain” when one player is at least two categories of rankings ahead of his opponent. For example, a player in the top 5 facing a player ranked beyond 15 is expected to win. This provides a precise approximation of the extreme cases where the outcome of battle 3 is almost certain, as 88% of the battles involving players with a minimum gap of two ranking categories are won by the odds-on favorite. We perform the same estimations as in the non-neutrality section on this subsample of contests. Choking under pressure predicts that winning battle 1 should not affect the probability of winning battle 2 on this subsample because the two players involved in battle 2 face symmetric pressure when the outcome of battle 3 is ”almost certain”. Results obtained with both ranking categories and the ratio of rankings as a measure of players relative ability show that the variable A1 won battle 1 remains significant at the 5% level on this subsample (see table 5). Moreover the magnitude of the effect is slightly higher than on the overall sample. These findings show that winning the first battle affects the probability of winning the second one, even when the equilibrium probability of winning battle 3 is either very high or very low. Therefore, choking under pressure does not explain the dynamic linkage between subsequent battles. 22 See Appendix for detailed computations. 15 Table 5: Evidence against choking under pressure Dep. var: A2 wins battle 2 A1 won battle 1 RankingA2 RankingB2 (1) (2) 0.215∗∗∗ (0.061) 0.137∗ (0.060) -0.417∗∗∗ (0.098) (< 1) A2 ’s ranking: Top 5 0.503∗∗∗ (0.112) A2 ’s ranking: 6-15 0.500∗∗∗ (0.096) A2 ’s ranking: 16-30 0.297∗∗ (0.092) A2 ’s ranking: 31-50 0.183∗ (0.087) A2 ’s ranking: 51-75 0.163 (0.095) A2 ’s ranking: 76-105 -0.003 (0.097) B2 ’s ranking: Top 5 -0.503∗∗∗ (0.112) B2 ’s ranking: 6-15 -0.500∗∗∗ (0.096) B2 ’s ranking: 16-30 -0.297∗∗ (0.092) B2 ’s ranking: 31-50 -0.183∗ (0.087) B2 ’s ranking: 51-75 -0.163 (0.095) B2 ’s ranking: 76-105 0.003 (0.097) A2 at home 0.000 (0.084) 0.044 (0.073) A2 away -0.000 (0.084) 0.034 (0.080) A2 ’s team seeding -0.005 (0.006) 0.002 (0.007) B2 ’s team seeding 0.005 (0.006) 0.002 (0.005) Constant 0.392 Observations R2 ∗∗∗ (0.113) 224 0.63 0.867∗∗∗ (0.076) 224 0.17 Standard errors in parentheses ∗ p < 0.05, ∗∗ p < 0.01, ∗∗∗ p < 0.001 3.2 Individual responsibility Psychological effects do not explain why we observe a dynamic linkage between subsequent battles in our empirical setting. Non-neutrality may be explained by an asymmetry of players’ incentives, which is caused by the role played by individual responsibility in team performance. Individual responsibility may consist either in “guilt aversion” (i.e., the player dreads being partly responsible for the collective failure) or an “individual contribution effect” (i.e., the player values the fact of being partly responsible for the collective success). Guilt aversion Players might suffer from being (partly) responsible for the failure of their team. In this case, a player who looses his battle and consequently contributes to the final defeat of his team, supports an additional loss (−s, s > 0). This additional loss asymmetrically affects players’ prize spreads and therefore may explain the absence of neutrality. 16 Player’s team wins Player’s team loses Player wins V +v v Player loses V −s Table 6: Payoffs in the guilt aversion scenario Under this scenario, we derive from Result 1 the following predictions:23 p∗2GA = θX2 (v + (1 − p3 )V + (1 − p3 )s) θX2 (v + (1 − p3 )V + (1 − p3 )s) + θY2 (v + (1 − p3 )V + s) where team X is defined as the team that won battle 1. p∗2GA < following empirical test. θ X2 θX2 +θY2 , which yields the Test 5. There is evidence in support of guilt aversion if winning the first battle decreases the probability of winning the second battle. In out setting, winning the first battle increases the probability of winning the second battle (see tables 2 and 3). Non-neutrality is not driven by guilt aversion. Individual contribution Players might value the fact of being (partly) responsible for the success of their team. If players individually value their contribution to the team, they get an additional reward (c > 0) when their victory leads their team to success. Table 7 displays players’ payoffs when there is individual contribution. Player’s team wins Player’s team loses Player wins V +v+c v Player loses V 0 Table 7: Payoffs in the individual contribution scenario In such a case, the main intuition is that the player in the leading team would have more incentives to win the second battle than the player in the lagging team because he is sure to be part of his team’s success if he wins while the player in the lagging team will be “successresponsible” if and only if his teammate also wins the third battle. This asymmetry of incentives between the two players depends on the expected outcome of battle 3. For example, if X1 won battle 1 and X3 has a extremely low equilibrium probability of winning the third match (i.e., p∗3 goes to 0), both players can contribute to their team’s victory winning battle 2, and both players would make a symmetrical positive effort to get the additional reward. In this extreme case, winning the first battle should have no effect on the probability of winning the second one. On the contrary, in the extreme case where X1 won battle 1 and X3 has a extremely high equilibrium probability of winning the third match (i.e., p∗3 goes to 1), the asymmetry between the two players reaches its maximum: X2 will get the contribution reward for sure if he wins while Y2 has no chance to get it if he wins. Formally, we obtain the following predictions, which 23 See Appendix for detailed computations. 17 confirm the role played by p∗3 in the individual contribution scenario:24 p∗2IC = θX2 (v + (1 − p3 )V + c) θX2 (v + (1 − p3 )V + c) + θY2 (v + (1 − p3 )V + (1 − p3 )c) where team X won battle 1. ∂p∗ 2IC ∂p3 ∂(1−p∗ ) > 0 and ∂(1−p2IC > 0, so the probability of winning battle 2 increases with the 3) teammate’s probability of winning battle 3. This allows us to derive the following empirical test for individual contribution. Test 6. There is evidence in support of an “individual contribution” effect if • Winning the first battle increases the probability of winning the second battle • The probability of winning battle 2 is higher when the teammate involved in battle 3 is favorite We can test for the second condition of test 6 by assessing whether the probability that A2 wins against B2 increases when A3 is favorite in battle 3 (i.e., when A3 has a better ranking than B3 25 ). In specification (1) of table 8, we regress A2 ’s victory on a dummy variable indicating whether A3 has a better ranking than B3 , on dummies indicating the ranking modalities of A2 and B2 and on the control variables used previously (playing home/away and teams’ seedings). A2 wins battle 2 = β0 + βIC × A3 favorite in battle 3 + 6 X r=1 βr × Rankingr,A2 − 6 X βr × Rankingr,B2 + βcontrols × Controls + AB2 r=1 As predicted in the individual contribution scenario, the variable A3 favorite in battle 3 is positive and significant at the 1% level. Being in the team that is favorite in battle 3 increases the probability of winning battle 2 by about 0.13. This effect is about as strong as the estimated effect of winning battle 1 on the probability of winning battle 2 (see column (2) of table 6). This finding is perfectly consistent with the individual contribution effect, according to which winning battle 1 has no effect on battle 2 when the opposing team is expected to win battle 3. In specification (3), we use the ratio of rankings of A2 and B2 instead of the modalities of rankings. The variable A3 favorite in battle 3 remains significant at the 5% level and quite strong in magnitude (about 0.08). One potential concern with specifications (1) and (3) is the confounding peer-effects story: being favorite in battle 3 might be significant because it might imply that the player is in a more stimulating environment with more performing teammates. If such an effect were at stake, being favorite in battle 1 should have the same effect, as there is no reason to believe that the influence of the teammate playing battle 1 would be different from the influence of the teammate playing battle 3. In specifications (2) and (4), we include a dummy variable indicating whether A1 is favorite in battle 1 as a control to test for peer effects. The variable A1 favorite in battle 1 is not significant and its inclusion does not affect the coefficient associated to A3 favorite in battle 24 See Appendix for detailed computations. of the players in the sample do not have any PSA ranking because they are not professional players. We consider that a player who has a PSA ranking is favorite when he is opposed to a non-professional player. When two non-professional players are opposed in battle 3 (or in battle 1), we exclude the observation from our sample because we are not able to identify the favorite player. This explains why the number of observations drops from 893 to 759 in table 8. 25 Some 18 3. This result rules out the confounding peer effects story and shows that the effect at stake is individual contribution. Table 8: Evidence for individual contribution Dep. var: A2 wins battle 2 A3 favorite in battle 3 (1) 0.131 ∗∗∗ (2) (0.035) A1 favorite in battle 1 RankingA2 RankingB2 0.133 ∗∗∗ (0.036) (3) ∗ 0.082 (0.034) -0.012 (0.037) (< 1) A2 ’s ranking: Top 5 0.641∗∗∗ (0.076) 0.644∗∗∗ (0.076) A2 ’s ranking: 6-15 0.524∗∗∗ (0.062) 0.525∗∗∗ (0.063) A2 ’s ranking: 16-30 0.411∗∗∗ (0.057) 0.412∗∗∗ (0.057) A2 ’s ranking: 31-50 0.253∗∗∗ (0.052) 0.254∗∗∗ (0.053) A2 ’s ranking: 51-75 0.172∗∗ (0.056) 0.172∗∗ (0.056) A2 ’s ranking: 76-105 0.046 (0.056) 0.046 (0.056) 0.092 (0.034) -0.066 (0.036) -0.514∗∗∗ (0.059) -0.522∗∗∗ (0.059) B2 ’s ranking: Top 5 -0.641 (0.076) -0.644∗∗∗ (0.076) B2 ’s ranking: 6-15 -0.524∗∗∗ (0.062) -0.525∗∗∗ (0.063) B2 ’s ranking: 16-30 -0.411∗∗∗ (0.057) -0.412∗∗∗ (0.057) B2 ’s ranking: 31-50 -0.253∗∗∗ (0.052) -0.254∗∗∗ (0.053) B2 ’s ranking: 51-75 -0.172∗∗ (0.056) -0.172∗∗ (0.056) B2 ’s ranking: 76-105 -0.046 (0.056) -0.046 (0.056) A2 at home 0.026 (0.055) 0.026 (0.055) 0.068 (0.050) 0.065 (0.050) A2 away -0.026 (0.055) -0.026 (0.055) 0.008 (0.053) 0.001 (0.054) A2 ’s team seeding -0.005 (0.004) -0.005 (0.004) -0.002 (0.004) -0.004 (0.004) B2 ’s team seeding 0.005 (0.004) 0.005 (0.004) 0.002 (0.003) 0.004 (0.003) 0.435∗∗∗ (0.066) 0.439∗∗∗ (0.068) 0.941∗∗∗ (0.046) 0.987∗∗∗ (0.053) 759 0.43 759 0.43 759 0.17 759 0.18 Constant ∗∗∗ (4) ∗∗ Observations R2 Standard errors in parentheses ∗ p < 0.05, ∗∗ p < 0.01, ∗∗∗ p < 0.001 Thus, our results suggest that the absence of neutrality is driven by the fact that players individually value the fact of being responsible for their team’s success and we interpret the dynamic linkage between subsequent battles as an individual contribution effect. 3.3 Summary Our analysis of the link between subsequent pairwise battles relies on potential effects that directly affects players’ utility, based on the assumption – which seems rather plausible, but is further discussed in the next section, that players do no internalize their teammates’ efforts. We 19 first ruled out negative effects. The fact of winning the first battle increases the probability of winning the second one. Furthermore, we ruled out environment-driven effects: the fact of evolving in a specific environment (playing in a specially good team or playing home) does not explain the observed link. Finally, we showed evidence that psychological positive effects reviewed in the literature (i.e., psychological momentum and choking under pressure) were not at play. The last kind of effects that we tested so as to understand the observed link between two subsequent games is guilt aversion and individual contribution. In the former case, teammates integrate in their utility function the fact of not being responsible for their team’s defeat. We ruled out guilt aversion as it would imply a negative effect. We find evidence that players value the fact of being at least partly responsible for the success of their team. 4 Discussion This section further discusses our main result according to which battle dependence is driven by an individual contribution effect. 4.1 Altruism So far, our result is based on the assumption that players do not take into account their teammates’ costs of effort. However, one would argue that the observed link between the first two battles of the contest is driven by the fact that individuals internalize their teammates’ costs of effort. This effect could be referred to as “altruism”. Each player within a team would maximize his utility function taking into account not only his own effort cost but also his teammates’. For instance, the player in the leading team involved in battle 2 could make an additional effort in order to win, thereby preventing his teammate from playing battle 3 and incurring the corresponding effort cost. We develop a test to address the fact that individuals may internalize their teammates’ costs. It allows us to distinguish between individual contribution and altruism. Intuitively, our identification strategy is based on the fact that, in a best-of-three contest, players involved in the first battle cannot prevent their teammates from playing the second match, and can only internalize the cost of effort of the players involved in the third battle. Accordingly, we focus on battle 1 and keep in our sample only the contests where the favorites in battles 2 and 326 do not belong to the same team. Hence, there are only two possible scenarios regarding future battles: either i) A2 favorite, A3 underdog or ii) A2 underdog, A3 favorite. According to the individual contribution effect, these two scenarios are equivalent, as player A1 is equally likely to get the contribution reward in the two settings. On the contrary, if players were altruistic, the scenario A2 favorite, A3 underdog would be much more motivating for player A1 . Indeed, when A2 is favorite, A1 knows that winning battle 1 implies that his teammate A3 will probably not have to play battle 3 and to make any costly effort. On the other hand, when A2 is underdog, A1 knows that winning battle 1 implies that his teammate A3 is very likely to play battle 3 and to exert a costly effort. Thus, altruism implies that A1 has more incentives to win when A2 is favorite and A3 is underdog than in the symmetric situation.27 Accordingly, we regress A1 ’s victory on a dummy variable indicating the situation regarding battles 2 and 3 (which equals 1 when A2 is favorite and A3 is underdog, and 0 when A2 is underdog and A3 is favorite), on the ranking 26 Like 27 See in the previous section, a player is defined as the favorite when he has a better ranking than his opponent. Appendix for more formal details on this test. 20 modalities of A1 and B1 as well as control variables. A1 wins battle 1 = β0 + βaltruism × A2 favorite, A3 underdog + 6 X βr × Rankingr,A1 − r=1 6 X βr × Rankingr,B1 + βcontrols × Controls + AB1 r=1 Individual contribution predicts that the variable A2 favorite, A3 underdog has no significant effect on the probability that A1 wins battle 1, whereas altruism predicts that this effect should be significant and positive. Results are displayed in column (1) of table 9. The coefficient associated to the variable of interest is not statistically significant, which rules out altruism and put forward individual contribution. Taking the ratio of rankings instead of the rankings’ categories leads to the same conclusion (see specification (2)). Table 9: Evidence against altruism Dep. var: A1 wins battle 1 (1) (2) A2 favorite, A3 underdog -0.086 (0.065) -0.106 (0.061) RankingA1 RankingB1 -0.522∗∗∗ (0.129) (< 1) A1 ’s ranking: Top 5 0.837∗∗∗ (0.188) A1 ’s ranking: 6-15 0.695∗∗∗ (0.153) A1 ’s ranking: 16-30 0.462∗∗∗ (0.134) A1 ’s ranking: 31-50 0.361∗ (0.141) A1 ’s ranking: 51-75 0.301∗ (0.124) A1 ’s ranking: 76-105 0.167 (0.128) B1 ’s ranking: Top 5 -0.837∗∗∗ (0.188) B1 ’s ranking: 6-15 -0.695∗∗∗ (0.153) B1 ’s ranking: 16-30 -0.462∗∗∗ (0.134) B1 ’s ranking: 31-50 -0.361∗ (0.141) B1 ’s ranking: 51-75 -0.301∗ (0.124) B1 ’s ranking: 76-105 -0.167 (0.128) A1 at home 0.080 (0.130) 0.137 (0.125) A1 away -0.080 (0.130) 0.002 (0.121) A1 ’s team seeding -0.007 (0.010) -0.001 (0.010) B1 ’s team seeding 0.007 (0.010) 0.002 (0.009) Constant ∗∗∗ 0.543 Observations R2 (0.159) 208 0.25 Standard errors in parentheses ∗ p < 0.05, ∗∗ p < 0.01, ∗∗∗ p < 0.001 21 1.027∗∗∗ (0.102) 208 0.11 This confirms that the observed link between two subsequent battles is driven by individual responsibility. Individuals do not take into account the cost of effort of their teammates, but value the fact of being individually responsible for their team success. To the best of our knowledge, our paper is the first empirical study showing that individuals want to directly participate in collective success. This result is of first importance to understand the gap between theoretical predictions according to which individuals free ride when they are offered collective-based incentives and empirical or experimental results that show that free-riding is not at play. This important point is further discussed below. 4.2 Individual contribution and free riding Economic models on teams predict that individuals have an incentive to free-ride, as they do not internalize the benefits that accrue to other members of the team when making effort decisions.28 Hence, the optimal level of effort achieved in individual contests should be higher than the effort observed in team-based incentive contests when the individual reward is based on team production. However, such a theoretical result seems to contradict both experimental and behavioral literature on teams. As a matter of fact, organizing work in teams has progressively become the linchpin of most organizations. Many firms, like partnerships, use collective-based incentives and profit-sharing plans. The detrimental free-riding incentive is therefore outweighed by some positive incentive for team members. In a very influential paper, Kandel & Lazear (1992) analyze the role of peer pressure to explain the success of collective-based incentives. Peer pressure is even more efficient when firms or teams create norms or develop mutual monitoring to establish an expected level of effort. Kandel & Lazear (1992) also show that shame (which requires observability) and guilt (which does not) can explain why collective-based incentive contracts are efficient and may yield a higher equilibrium level of effort than individually-based incentives. Chen & Lim (2013) show, using an experiment, that guilt is at play in teams and can explain why team-based incentives are more efficient that individually-based contracts. Interestingly, their experiment does not allow them to distinguish between guilt and individual contribution. Individual contribution is an additional mechanism that mitigates free-riding behaviors. Each teammate values the fact of being responsible for the collective success and therefore makes a significant effort, which could be higher than the effort that he would make in an individual contest. 5 Conclusion Using team squash championships as a randomized natural experiment, we find strong empirical evidence against neutrality in multiple pairwise battles: in a best of three team contest, winning the first battle increases the probability of winning the second battle. We show that psychological momentum, choking under pressure and guilt aversion are not the drivers of non-neutrality. We provide evidence of an individual contribution effect: people derive utility from contributing to their team’s success. This effect is of first importance to understand team-based contests or contracts. This is why it needs to be further analyzed. One important pending question is whether individual contribution depends on the observability of each teammate’s performance. This has important implications concerning management practices and contest design. If individual contribution is based on the observability of individual performance, team-based contracts 28 See Prendergast (1999) for a survey on team production. 22 and team contests should be designed in such a way that individual outcomes are (at least partly) observable and the link between individual outcome and team success is measurable. 23 References Apesteguia, J. & Palacios-Huerta, I. (2010), ‘Psychological Pressure in Competitive Environments: Evidence from a Randomized Natural Experiment’, American Economic Review 100(5), 2548–2564. Buchanan, J. M., Tollison, R. D. & Tullock, G. (1980), Toward a Theory of the Rent-seeking Society, number 4, Texas A & M Univ Pr. Charness, G. & Dufwenberg, M. (2006), ‘Promises and Partnership’, Econometrica 74(6), 1579– 1601. Chen, H. & Lim, N. (2013), ‘Should Managers Use Team-based Contests?’, Management Science 59(12), 2823–2836. 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(1992), ‘Peer Pressure and Partnerships’, Journal of Political Economy pp. 801–817. Klumpp, T. & Polborn, M. K. (2006), ‘Primaries and the New Hampshire Effect’, Journal of Public Economics 90(6), 1073–1114. Kocher, M. G., Lenz, M. V. & Sutter, M. (2012), ‘Psychological Pressure in Competitive Environments: New Evidence from Randomized Natural Experiments’, Management Science 58(8), 1585–1591. Konrad, K. A. & Kovenock, D. (2009), ‘Multi-battle Contests’, Games and Economic Behavior 66(1), 256–274. Mago, S. D., Sheremeta, R. M. & Yates, A. J. (2010), ‘Best-of-Three Contests: Experimental Evidence’, Working paper . Malueg, D. A. & Yates, A. J. (2010), ‘Testing Contest Theory: Evidence fromBbest-of-three Tennis Matches’, Review of Economics and Statistics 92(3), 689–692. Mas, A. & Moretti, E. (2009), ‘Peers at Work’, American Economic Review 99(1), 112–145. Prendergast, C. (1999), ‘The Provision of Incentives in Firms’, Journal of economic literature 37(1), 7–63. 24 Appendix Neutrality T=3 Both team won one individual battle. Players X3 and Y3 are now opposed in a decisive 3 game. If X3 wins, which occurs with a probability x3x+y , his team wins and he gets a payoff 3 3 V + v. If he loses, he gets a payoff 0. In any case he has to pay the cost of effort θxX3 . X3 ’s maximization problem is therefore given by x3 x3 (V + v) − . max x3 x3 + y3 θX3 Symetrically, for player Y3 : max y3 y3 y3 (V + v) − x3 + y3 θY 3 . First-order conditions give the optimal levels of effort and p∗3 : x∗3 = (V + v) 2 θ Y3 θ X 3 , (θX3 + θY3 )2 y3∗ = (V + v) θX3 θY2 3 , (θX3 + θY3 )2 p∗3 = θX3 . θ X3 + θ Y 3 This yields the following prediction: the outcome of battle 3 only depends on the relative ability of the players involved in battle 3. T=2 Team X won the first battle (X1 won against Y1 ). X2 chooses his level of effort x2 to maximize his utility. If he wins, which occurs with a 2 2 probability x2x+y , he gets a payoff V + v. If he loses, which occurs with a probability x2y+y , 2 2 he can still get V if his teammate X3 wins the third battle (which occurs with a probability p3 ). Finally, whatever the outcome of the battle, he has to pay the cost of his effort θxX2 . X2 ’s 2 maximization problem is therefore given by: x2 y2 x2 ∗ max (V + v) + p V − . x2 x2 + y2 x2 + y2 3 θ X2 Y2 chooses his level of effort y2 to maximize his utility. If he wins, which occurs with a 2 , he will get a payoff v + (1 − p∗3 )V . If he loses, the match ends and he gets a probability x2y+y 2 payoff 0. He has to pay the cost of effort θyY2 , whatever the outcome of the battle. Note that in 2 the neutrality model, the two players have the same prize spread (difference of utility between winning and losing): v + (1 − p∗3 )V . Y2 ’s maximization problem is y2 y2 ∗ (v + (1 − p3 )V ) − . max y2 x2 + y2 θ Y2 First-order conditions yield the optimal levels of effort and p∗2 : 25 x∗2 = (v + (1 − p∗3 )V ) 2 θ Y2 θ X 2 ; (θX2 + θY2 )2 y2∗ = (v + (1 − p∗3 )V ) θX2 θY2 2 ; (θX2 + θY2 )2 p∗2 = θX2 . θ X2 + θ Y 2 This yields the two following predictions. Prediction 1 Winning the first battle does not affect the probability of winning the second battle. Prediction 2 The outcome of battle 2 only depends on the two players involved in battle 2. Psychological momentum T=3 Team X won the first battle and lost the second battle (X1 won against Y1 and X2 lost against Y2 ). Y3 has a psychological momentum because his teammate won the previous battle. It is conceptually equivalent to multiplying his ability by a factor ψ (with ψ > 1). The maximization problem is x3 x3 max (V + v) − ; x3 x3 + y3 θX3 y3 y3 . max (V + v) − y3 x3 + y3 θY 3 ψ Optimal levels of effort and p∗3P M are therefore given by: x∗3P M = (V + v) 2 θX (θY3 ψ) 3 ; (θX3 + θY3 ψ)2 ∗ y3P M = (V + v) θX3 (θY3 ψ)2 ; (θX3 + θY3 ψ)2 p∗3P M = θ X3 . θ X3 + θ Y 3 ψ This yields the following prediction: the player in the team that won the second battle is more likely to win the third battle than the player in the team that won the first battle. T=2 Team X won the first battle (X1 won against Y1 ). X2 has a psychological momentum because his teammate won the previous battle. It is conceptually equivalent to multiplying his ability by a factor ψ (with ψ > 1). We therefore have the following maximization problems. y2 x2 x2 ∗ max (V + v) + p V − ; x2 x2 + y2 x2 + y2 3P M θ X2 ψ y2 y2 ∗ max (v + (1 − p3P M )V ) − . y2 x2 + y2 θ Y2 26 Deriving the first order conditions yield the optimal levels of effort and p∗2P M : x∗2P M = (v + (1 − p∗3P M )V ) (θX2 ψ)2 θY2 ; (θX2 ψ + θY2 )2 ∗ ∗ y2P M = (v + (1 − p3P M )V ) (θX2 ψ)θY2 2 ; (θX2 ψ + θY2 )2 p∗2P M = θX2 ψ . θX2 ψ + θY2 Accordingly, the model predicts that winning the first battle increases the probability of winning the second battle. Choking under pressure T=3 Both team won one individual battle. Players X3 and Y3 are now opposed in a decisive game. Since battle 3 is pivotal, players X3 and Y3 might both choke under pressure, which is conceptually equivalent to multiplying their ability by η with 0 < η < 1. Therefore, we have x3 x3 max ; (V + v) − x3 x3 + y3 θX3 η y3 y3 max . (V + v) − y3 x3 + y3 θY 3 η This gives x∗3CU P = (V + v)η 2 θ Y3 θ X 3 ; (θX3 + θY3 )2 ∗ y3CU P = (V + v)η θX3 θY2 3 ; (θX3 + θY3 )2 p∗3CU P = p∗3 = θ X3 . θX3 + θY3 T=2 Team X won the first battle (X1 won against Y1 ). The degree of pressure faced by the two players decreases with p∗3 . If p∗3 = 0, battle 2 becomes decisive for both players and their level of pressure reaches its maximum (the situation is the same as the one presented for T=3). On the contrary, if p∗3 = 1, the two players know that team X will win the contest anyway, so battle 2 becomes stakeless and neither of them faces pressure. Apart from these two extreme cases, the impact of a change in p∗3 on players’ pressure is not necessarily the same. Therefore, we can model the choking under pressure scenario as follows: x2 y2 x2 max (V + v) + p∗3 V − ; x2 x2 + y2 x2 + y2 θX2 f (p∗3 ) y2 y2 max (v + (1 − p∗3 )V ) − ; y2 x2 + y2 θY2 g(p∗3 ) 27 ∂f with ∂p ∗ > 0, 3 limx→1 g(x) = 1. ∂g ∂p∗ 3 > 0, limx→0 f (x) = limx→0 g(x) = η (with 0 < η < 1) and limx→1 f (x) = First-order conditions give the optimal levels of effort and p∗2choking : x∗2CU P = (v + (1 − p∗3 )V ) (θX2 f (p∗3 ))2 θY2 g(p∗3 ) (θX2 f (p∗3 ) + θY2 g(p∗3 ))2 ∗ ∗ y2CU P = (v + (1 − p3 )V ) θX2 f (p∗3 )(θY2 g(p∗3 ))2 (θX2 f (p∗3 ) + θY2 g(p∗3 ))2 p∗2CU P = θX2 f (p∗3 ) θX2 f (p∗3 ) + θY2 g(p∗3 ) This yields the following prediction: limx→0 (p∗2CU P |p∗3 = x) = limx→1 (p∗2CU P |p∗3 = x) = , so winning the first battle does not affect the probability of winning the second battle when the outcome of battle 3 is almost certain. θ X2 θX2 +θY2 Guilt aversion When a player loses and his team loses, he gets a negative payoff payoff −s. Player’s team wins Player’s team loses Player wins V +v v Player loses V −s T=3 Both teams won one individual battle. Players X3 and Y3 are now opposed in a decisive 3 game. If X3 wins, which occurs with a probability x3x+y , his team wins and he gets a payoff 3 V + v. If he loses, he gets a payoff −s because he is “scapegoat-averse”: being partly responsible 3 for the failure of his team is costly for him. In any case, he has to pay the cost of effort θxX3 and faces the following maximization problem. x3 y3 x3 max (V + v) + (−s) − . x3 x3 + y3 x3 + y3 θX3 Symetrically for player Y3 : max y3 y3 x3 y3 (V + v) + (−s) − x3 + y3 x3 + y3 θY 3 The optimal levels of effort and p∗3scapegoat are given by: x∗3GA = (V + v + s) 2 θX θ 3 Y3 ; (θX3 + θY3 )2 ∗ y3GA = (V + v + s) θX3 θY2 3 ; (θX3 + θY3 )2 28 . θ X3 . θX3 + θY3 The model thus predicts that the outcome of battle 3 only depends on the relative ability of the players involved in battle 3. p∗3GA = p∗3 = T=2 Team X won the first battle (X1 won against Y1 ). X2 chooses his level of effort x2 to maximize his utility. If he wins, which occurs with a probability y2 x2 x2 +y2 , he gets a payoff V + v. If he loses, which occurs with a probability x2 +y2 , he gets a payoff V with a probability p∗3 and −s with a probability 1 − p∗3 . Finally, whatever the outcome of the battle, he has to pay the cost of his effort θxX2 . His maximization problem is: 2 x2 y2 x2 max (V + v) + (p∗3 V + (1 − p∗3 )(−s)) − x2 x2 + y2 x2 + y2 θX2 Y2 chooses his level of effort y2 to maximize his utility. If he wins, which occurs with a 2 , he will get a payoff v + (1 − p∗3 )V . If Y2 loses, the match ends and he gets a probability x2y+y 2 payoff −s. He has to pay the cost of effort θyY2 , whatever the outcome of the battle. 2 y2 x2 y2 ∗ max (v + (1 − p3 )V ) + (−s) − y2 x2 + y2 x2 + y2 θ Y2 Thus, the two players face asymmetric prize spreads with ∆UX2 < ∆UY 2 and Y2 has more incentives to win than X2 because Y2 is sure to be partly “defeat-responsible” if he loses his battle while X2 will be “defeat-responsible” if and only if his teammate also loses in T=3. Deriving the first-order conditions yield the optimal levels of effort and p∗2scapegoat : x∗2GA = 2 θX (v + (1 − p∗3 )V + (1 − p∗3 )s)2 θY2 (v + (1 − p∗3 )V + s) 2 [θX2 (v + (1 − p∗3 )V + (1 − p∗3 )s) + θY2 (v + (1 − p∗3 )V + s)]2 ∗ y2GA = θX2 (v + (1 − p∗3 )V + (1 − p∗3 )s)θY2 2 (v + (1 − p∗3 )V + s)2 [θX2 (v + (1 − p∗3 )V + (1 − p∗3 )s) + θY2 (v + (1 − p∗3 )V + s)]2 θX2 (v + (1 − p∗3 )V + (1 − p∗3 )s) θX2 (v + (1 − p∗3 )V + (1 − p∗3 )s) + θY2 (v + (1 − p∗3 )V + s) This yields the two following predictions. p∗2GA = Prediction 1 Winning the first battle decreases the probability of winning the second battle. Prediction 2 in battle ∂p2SG < ∂p∗ 3 ∂p2SG 3 ( ∂θX 3 0 so the outcome of battle 2 depends on the ability of players involved < 0 and ∂p2SG ∂θY3 > 0). Individual contribution When a player wins and his team wins, he gets an additional payoff of individual contribution c. Player’s team wins Player’s team loses Player wins V +v+c v Player loses V 0 29 T=3 Both teams won one individual battle. Players X3 and Y3 are now opposed in a decisive 3 , his team wins and he gets a payoff game. If X3 wins, which occurs with a probability x3x+y 3 3 V + v + c. If he loses, he gets a payoff 0. In any case he has to pay the cost of effort θxX3 . x3 x3 max (V + v + c) − . x3 x3 + y3 θX3 Symmetrically for player Y3 : max y3 y3 y3 (V + v + c) − x3 + y3 θY 3 . The first-order conditions give the optimal levels of effort and p∗3contribution : x∗3IC = (V + v + c) 2 θ Y3 θ X 3 ; (θX3 + θY3 )2 ∗ y3IC = (V + v + c) θX3 θY2 3 ; (θX3 + θY3 )2 p∗3IC = p∗3 = θ X3 . θX3 + θY3 This gives the following prediction: the outcome of battle 3 only depends on the relative ability of the players involved in battle 3. T=2 Team X won the first battle (X1 won against Y1 ). Contrary to T=3, the two players do not face the same optimization problem. X2 chooses his level of effort x2 to maximize his utility. If he wins, he gets a payoff of V + v + c. If he loses, he gets a payoff of p∗3 V (he will get neither the private reward nor the “contribution reward” but he will get the collective win reward if his teammate wins in T=3, which will occur with a probability p∗3 ), so his prize spread is ∆UX2 = v + c + (1 − p∗3 )V . Therefore, x2 ’s maximization problem is given by x2 y2 x2 ∗ max . (V + v + c) + p V − x2 x2 + y2 x2 + y2 3 θ X2 Y2 chooses his level of effort y2 to maximize his utility. If he wins he gets a payoff of v + (1 − p∗3 )V + (1 − p∗3 )c because he will get the collective win reward and the individual contribution reward if his teammate wins, which will occur with a probability (1 − p∗3 ). If he loses he does not get any reward and end up with a payoff 0, so his prize spread is v + (1 − p∗3 )V + (1 − p∗3 )c. y2 y2 (v + (1 − p∗3 )V + (1 − p∗3 )c) − max y2 x2 + y2 θ Y2 Thus, both players face asymmetric prize spreads with ∆UX2 > ∆UY 2 and X2 has more incentives to win than Y2 because X2 is sure to get the “contribution reward” if he wins his battle while Y2 will get the “responsibility reward” if and only if his teammate also wins in T=3. The first-order conditions yield the optimal levels of effort and p∗2contribution : x∗2IC = 2 θX (v + (1 − p∗3 )V + c)2 θY2 (v + (1 − p∗3 )V + (1 − p∗3 )c) 2 [θX2 (v + (1 − p∗3 )V + c) + θY2 (v + (1 − p∗3 )V + (1 − p∗3 )c)]2 30 ∗ y2IC = θX2 (v + (1 − p∗3 )V + c)θY2 2 (v + (1 − p∗3 )V + (1 − p∗3 )c)2 [θX2 (v + (1 − p∗3 )V + c) + θY2 (v + (1 − p∗3 )V + (1 − p∗3 )c)]2 p∗2IC = θX2 (v + (1 − p∗3 )V + c) θX2 (v + (1 − p∗3 )V + c) + θY2 (v + (1 − p∗3 )V + (1 − p∗3 )c) This yields the two following predictions. Prediction 1 Winning the first battle increases the probability of winning the second battle. Prediction 2 in battle ∂p2IC > ∂p∗ 3 2IC 3 ( ∂p ∂θX3 0 so the outcome of battle 2 depends on the ability of players involved > 0 and ∂p2IC ∂θY3 < 0). Disentangling between individual contribution and altruism We want to compare the predictions of individual contribution and altruism in battle 1 in the case where the favorites for battles 2 and 3 do not belong to the same team. Let X denote the team whose players are favorite in battle 2 and underdog in battle 3. For simplicity, we furthermore assume that X2 will win with certainty and X3 will lose with certainty.29 Individual contribution Player X1 gets the collective reward V , the individual reward v, and the individual contribution reward c if he wins (as his teammate X2 will win battle 2 and end the contest) and he gets a payoff 0 if he loses. Player Y1 faces the same prize spread as he also gets V + v + c if he wins and 0 if he loses. ∆UX1 = ∆UY 1 = V + v + c Altruism According to altruism, incentives of players X1 and Y1 are not symmetric anymore. If X1 wins, he will get both the collective reward V and the individual reward v and he will prevent his teammate X3 to make a costly effort in battle 3 (as the contest will end after battle 2 thanks to the victory of X2 ). On the contrary, if X1 loses, he will get neither the collective reward nor the individual reward and he will force his teammate X3 to play which induces a negative payoff −αC(X3 ) where C(X3 ) is the cost of effort of X3 and α reflects the degree to which X1 internalizes it (0 < α < 1). Hence the prize spread of X1 will be V + v + αC(X3 ). His opponent Y1 faces a different problem. If he wins, he gets both V and v as his team will win the contest but he forces his teammate Y3 to play his battle, which is partly internalized by him (−αC(Y3 )). If Y1 loses, he gets neither V nor v but he prevents Y3 from playing. Hence his prize spread is V + v − αC(Y3 ). ∆UX1 = V + v + αC(X3 ) > ∆UY 1 = V + v − αC(Y3 ) 29 Note that the logic would be the same with a more general framework where X is “as favorite as X is 2 3 underdog”. 31 Different predictions Thus, individual contribution predicts that X1 and Y1 have the same prize spread while altruism predicts that X1 has a higher prize spread than Y1 . Since p∗1 = θX1 ∆UX1 θX1 ∆UX1 +θY 1 ∆UY 1 , individual contribution predicts that being favorite in battle 2 is equivalent to being favorite in battle 3 whereas altruism predicts that being favorite in battle 2 is more preferable than being favorite in battle 3. This finding is the basis for our empirical test in section 4.1. 32
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