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Sacrifice
Individuals voluntarily make sacrifices for others
cooperation
individuals coordinate their actions for mutual benefit
coercion
individuals are forced to take actions that benefit others
social dilemma
a situation where an individual's self-interested choice leads to a poor outcome for the group, even though cooperation would have been better for everyone
selfishness
when she lacks kindness toward, and responsibility for others
rationality
a person is this if she takes actions that are consistent with her goals
irrationality reason 1
to forget or neglect the goals one has
irrationality reason 2
to draw wrong conclusions from the information at hand
irrationality reason 3
to hold incorrect beliefs for other reasons
expected utility theory
describes the decision-makers preferences through a utility function and the beliefs through a probability function in choosing highest expected utility
duty
when authority forbids/advises against some action, people may feel bad about taking that action regardless of any sanctions
logic of appropriateness
when an individual does what society asks (infinite social pressure)
logic of consequences
when the individual focuses entirely on attaining her own goals (no social pressure)
externality ( negative or positive )
when a person’s action has an impact on somebody else’s utility
efficiency
if there does not exist another outcome that is better
A social situation (or called a game form) comprises three elements
1) the people involved in the situation (the players)
2) the informations and actions that are available to them ( the strategies)Â
3) the potential results of those actions (the consequences)
A game (game form)
 a social situation together with a utility function for each player
magical reasoning
the idea that players act as if their own choices influence their opponents' choices, even when there is no logical causal link
altruism
selfless concern for the well-being of others, often involving actions that benefit others at a personal cost or risk to oneself
egalitarianism
the belief that all people are equal and should have the same rights, opportunities, and status
dutifulness
acting a certain way because it feels “right”
social esteem
the status rewarding behaviors that observe collective norms and guaranty the integrity of social functions
cooperation
if each member of the group takes an action that benefits(given what they do), even though that action is not certain to benefit oneself
shared understanding
the collective interpretation of strategies and outcomes that members of a society recognize as relevant
values
how society ranks or judges strategies and outcomes
prescriptive norms / institutions
rules specifying what people should or should not do
Reality (level 1)
Everything that has happened, could happen, or will happen —the objective world
Expectations
what individuals believe other will do in a given situation
culture
the shared understandings and values of a social group; determines what is considered acceptable or moral
formal institutions
written, codified, or legally defined rules such as laws, constitutions, regulations or contracts
informal institutions
unwritten, socially recognized rules such as customs, conventions, etc.
strong institutions
rules that are actually obeyed and respected —real or “de facto” authority
weak institutions
rules that exist on paper that are ignored or unenforced —”nominal” institutions
internalised norms
social norms or values that individuals have personally adopted; they are followed without external enforcement
externalised norms
rules enforced through external punishment or reward rather than internal moral obligation
generalized morality
a culture-wide emphasis on tolerance, honesty, and respect for others
dominant strategy
a strategy that always provides a higher payoff than any other, regardless of what others do
dominated strategy
a strategy that always yields worse outcomes than other available options
weakly dominant
a strategy that is never worse and sometimes better
weakly dominated strategy
a strategy that is never better and sometimes worse
nash equilibrium
a set of strategies where no player can improve their outcome by unilaterally changing their strategy
pure strategy nash equilibrium
an equilibrium where players choose specific strategies
mixed motive game
a game where players share some interests but also have conflicting preferences
multi-stage game
a game played over multiple rounds or stages, where players act with knowledge of previous actions
subgame
a portion of a larger game that can be analyzed independently once earlier actions are known
subgame-perfect equilibrium
a nash equilibrium that holds in every subgame —found using backward induction
anarchy
a situation without central authority or enforcement; individuals rely solely on their own strength for protection
state of nature
the condition of society before laws of governance—often marked by insecurity and conflict
hobbesian solution
the idea that a strong ruler or sovereign can maintain order by enforcing rules and punishing defection
social contract
an agreement among individuals to form institutions or government to ensure collective safety and order
changing the game
altering the structure, rules, or payoffs of a social situation to change outcomes
reciprocity
the tendency to reward cooperative behavior, or punish uncooperative behavior
positive reciprocity
rewarding good or fair actions even at a personal cost—rooted in gratitude or duty
negative reciprocity
punishing unfair or selfish actions even at personal cost — rooted in grievance or duty
trust game
a game modeling trust and cooperation, where one player entrusts resources to another, who may reciprocate or exploit that trust
punishment game
a game modeling negative reciprocity — players can penalize unfairness even at their own expense
grievance
a player’s tendency to retaliate or punish unfair treatment, even without personal gain
dutiful punishment
punishing wrongdoing because it is seen as morally right or socially required
promise of payment
a voluntary commitment to future cooperation or reward; relies on moral cost if broken
hold-up problem
a situation where one party hesitates to invest or cooperate because they fear being exploited after committing resources
coercion game
a game in which one player forces another to act through threats or power imbalance
ultimatum
a threat-based negotiation tactic: if demands aren’t met, the player walks away or imposes costsÂ
coordination
aligning actions among individuals to reach mutually beneficial outcomes
common interests
situations where all players prefer the same equilibrium (easier to coordinate)
conflicting interests
situations where players prefer different equilibria (harder to coordinate)
cheap talk
communication that doesn’t bind players to their statements; not enforceable
self-committing message
a message where the sender truly wants to follow through if the receiver believes them
self-signaling message
a message sent only if the sender genuinely intends to act as stated
common awareness
when all players know some fact, know that others know it, and so on infinitely — crucial for coordination
clarity
the accuracy and mutual understanding of communication among players
authority
the capacity to issue messages or orders that others are expected to follow
nominal authority (formal authority)
When messages should be obeyed (monarch, captain)
real authority (practical authority)
when messages are actually obeyed because followers choose to comply
absolute authority
when a player can always induce their preferred outcome at any stage of the game
hold-up problem (authority)
authority figures may promise fairness but later renege — power without checks enables exploitation