MGMT 230 - 1 Decision Making

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These flashcards cover key concepts related to decision making, cognitive biases, and heuristics, essential for understanding how people make choices.

Last updated 10:01 AM on 2/4/26
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18 Terms

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Heuristic

A shortcut or rule of thumb used to simplify decision making, contrasting with an algorithm.

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Algorithm

An exhaustive step-by-step procedure that guarantees a correct solution but may be time-consuming.

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System 11 Thinking

Fast and intuitive decision-making process, often relying on heuristics.

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System 22 Thinking

Slow, deliberate, and logical decision-making process that requires mental effort.

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Survivorship Bias

The logical error of focusing on successful entities while ignoring those that did not succeed.

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Cheater-detection module

A specialized cognitive mechanism evolved for identifying dishonest behavior in social interactions.

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Default Effect

The tendency for people to make a particular choice simply because it is the default option.

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Anchoring Effect

The cognitive bias where individuals rely heavily on the first piece of information encountered when making decisions.

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Availability Heuristic

A mental shortcut that relies on immediate examples that come to mind when evaluating a specific decision.

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Representativeness Heuristic

A mental shortcut where people judge the probability of an event based on how similar it is to a prototype.

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Confirmation Bias

The cognitive bias where people favor information that confirms their existing beliefs or hypotheses.

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Loss Aversion

The psychological phenomenon where losses are felt more severely than equivalent gains.

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Sunk Cost Fallacy

The tendency to continue an endeavor once an investment in money, effort, or time has been made, regardless of future returns.

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Maximizer vs. Satisficer

Maximizers seek the absolute best option, while satisficers settle for an option that is "good enough."

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Exponential Growth Bias

The underestimation of the impact of exponential growth over time in various contexts.

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Peak End Rule

The psychological heuristic where people judge experiences largely based on how they were at their peak and how they ended.

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Gambler's Fallacy

The erroneous belief that past events can influence the probability of future independent events.

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Thick-tail distribution

Statistical distributions in which extreme events occur more frequently than predicted by normal distributions.