Global Challenges | Understanding

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75 Terms

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Sacrifice

Individuals voluntarily make sacrifices for others

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cooperation

individuals coordinate their actions for mutual benefit

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coercion

individuals are forced to take actions that benefit others

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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

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selfishness

when she lacks kindness toward, and responsibility for others

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rationality

a person is this if she takes actions that are consistent with her goals

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irrationality reason 1

to forget or neglect the goals one has

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irrationality reason 2

to draw wrong conclusions from the information at hand

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irrationality reason 3

to hold incorrect beliefs for other reasons

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expected utility theory

describes the decision-makers preferences through a utility function and the beliefs through a probability function in choosing highest expected utility

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duty

when authority forbids/advises against some action, people may feel bad about taking that action regardless of any sanctions

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logic of appropriateness

when an individual does what society asks (infinite social pressure)

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logic of consequences

when the individual focuses entirely on attaining her own goals (no social pressure)

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externality ( negative or positive )

when a person’s action has an impact on somebody else’s utility

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efficiency

if there does not exist another outcome that is better

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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) 

  • 3) the potential results of those actions (the consequences)

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A game (game form)

 a social situation together with a utility function for each player

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magical reasoning

the idea that players act as if their own choices influence their opponents' choices, even when there is no logical causal link

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altruism

selfless concern for the well-being of others, often involving actions that benefit others at a personal cost or risk to oneself

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egalitarianism

the belief that all people are equal and should have the same rights, opportunities, and status

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dutifulness

acting a certain way because it feels “right”

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social esteem

the status rewarding behaviors that observe collective norms and guaranty the integrity of social functions

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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

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shared understanding

the collective interpretation of strategies and outcomes that members of a society recognize as relevant

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values

how society ranks or judges strategies and outcomes

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prescriptive norms / institutions

rules specifying what people should or should not do

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Reality (level 1)

Everything that has happened, could happen, or will happen —the objective world

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Expectations

what individuals believe other will do in a given situation

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culture

the shared understandings and values of a social group; determines what is considered acceptable or moral

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formal institutions

written, codified, or legally defined rules such as laws, constitutions, regulations or contracts

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informal institutions

unwritten, socially recognized rules such as customs, conventions, etc.

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strong institutions

rules that are actually obeyed and respected —real or “de facto” authority

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weak institutions

rules that exist on paper that are ignored or unenforced —”nominal” institutions

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internalised norms

social norms or values that individuals have personally adopted; they are followed without external enforcement

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externalised norms

rules enforced through external punishment or reward rather than internal moral obligation

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generalized morality

a culture-wide emphasis on tolerance, honesty, and respect for others

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dominant strategy

a strategy that always provides a higher payoff than any other, regardless of what others do

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dominated strategy

a strategy that always yields worse outcomes than other available options

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weakly dominant

a strategy that is never worse and sometimes better

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weakly dominated strategy

a strategy that is never better and sometimes worse

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nash equilibrium

a set of strategies where no player can improve their outcome by unilaterally changing their strategy

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pure strategy nash equilibrium

an equilibrium where players choose specific strategies

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mixed motive game

a game where players share some interests but also have conflicting preferences

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multi-stage game

a game played over multiple rounds or stages, where players act with knowledge of previous actions

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subgame

a portion of a larger game that can be analyzed independently once earlier actions are known

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subgame-perfect equilibrium

a nash equilibrium that holds in every subgame —found using backward induction

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anarchy

a situation without central authority or enforcement; individuals rely solely on their own strength for protection

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state of nature

the condition of society before laws of governance—often marked by insecurity and conflict

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hobbesian solution

the idea that a strong ruler or sovereign can maintain order by enforcing rules and punishing defection

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social contract

an agreement among individuals to form institutions or government to ensure collective safety and order

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changing the game

altering the structure, rules, or payoffs of a social situation to change outcomes

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reciprocity

the tendency to reward cooperative behavior, or punish uncooperative behavior

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positive reciprocity

rewarding good or fair actions even at a personal cost—rooted in gratitude or duty

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negative reciprocity

punishing unfair or selfish actions even at personal cost — rooted in grievance or duty

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trust game

a game modeling trust and cooperation, where one player entrusts resources to another, who may reciprocate or exploit that trust

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punishment game

a game modeling negative reciprocity — players can penalize unfairness even at their own expense

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grievance

a player’s tendency to retaliate or punish unfair treatment, even without personal gain

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dutiful punishment

punishing wrongdoing because it is seen as morally right or socially required

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promise of payment

a voluntary commitment to future cooperation or reward; relies on moral cost if broken

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hold-up problem

a situation where one party hesitates to invest or cooperate because they fear being exploited after committing resources

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coercion game

a game in which one player forces another to act through threats or power imbalance

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ultimatum

a threat-based negotiation tactic: if demands aren’t met, the player walks away or imposes costs 

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coordination

aligning actions among individuals to reach mutually beneficial outcomes

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common interests

situations where all players prefer the same equilibrium (easier to coordinate)

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conflicting interests

situations where players prefer different equilibria (harder to coordinate)

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cheap talk

communication that doesn’t bind players to their statements; not enforceable

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self-committing message

a message where the sender truly wants to follow through if the receiver believes them

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self-signaling message

a message sent only if the sender genuinely intends to act as stated

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common awareness

when all players know some fact, know that others know it, and so on infinitely — crucial for coordination

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clarity

the accuracy and mutual understanding of communication among players

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authority

the capacity to issue messages or orders that others are expected to follow

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nominal authority (formal authority)

When messages should be obeyed (monarch, captain)

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real authority (practical authority)

when messages are actually obeyed because followers choose to comply

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absolute authority

when a player can always induce their preferred outcome at any stage of the game

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hold-up problem (authority)

authority figures may promise fairness but later renege — power without checks enables exploitation