People in Business and Society: Game Theory & Culture Vocabulary

0.0(0)
Studied by 0 people
call kaiCall Kai
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/44

flashcard set

Earn XP

Description and Tags

Flashcards covering key definitions from Game Theory, Hofstede's Cultural Dimensions, Communication, and Negotiation Models.

Last updated 12:24 PM on 10/4/26
Name
Mastery
Learn
Test
Matching
Spaced
Call with Kai
Chat

No analytics yet

Send a link to your students to track their progress

45 Terms

1
New cards

Organization

An entity in which people interact to reach economic goals, with a specific focus on for-profit business companies.

2
New cards

Society

A group of people who interact in such a way as to share a common culture, which may be based on ethnic, racial, gender, belief, value, or activity bonds.

3
New cards

Game Theory

The study and mathematical modeling of strategic environments involving several rational players whose choices and payoffs depend on the decisions of everyone in the game.

4
New cards

Culture (Hofstede)

The collective programming of the mind distinguishing the members of one group or category of people from others.

5
New cards

Power Distance Index (PDI)

A cultural dimension measuring the extent to which less powerful members of organizations and institutions accept and expect that power is distributed unequally, defined from below.

6
New cards

Uncertainty Avoidance Index (UAI)

A cultural dimension indicating the extent to which a culture programs its members to feel comfortable or uncomfortable in unstructured, novel, or ambiguous situations.

7
New cards

Individualism vs. Collectivism (IDV)

A societal cultural dimension measuring the degree to which people are integrated into groups, ranging from loose individual ties to strong, cohesive in-groups offering protection in exchange for loyalty.

8
New cards

Masculinity vs. Femininity (MAS)

A societal cultural dimension referring to the distribution of values between genders, contrasting assertive and competitive values (masculine) with modest and caring values (feminine).

9
New cards

Long-Term Orientation vs. Short-Term Orientation (LTO)

A cultural dimension contrasting future-oriented values like perseverance, thrift, and flexhumility with past or present-oriented values like respect for tradition, face-saving, and monumentalism.

10
New cards

Indulgence vs. Restraint (IND)

A cultural dimension contrasting societies that allow relatively free gratification of basic human desires to enjoy life with societies that control and regulate gratification through strict social norms.

11
New cards

Simultaneous Move Game

A game form where players make their decision choices at the same time or without knowledge of the other players' actions due to having the same decision deadline.

12
New cards

Sequential Move Game

A game form where players make choices sequentially in turns over time, allowing later movers to observe earlier actions before deciding.

13
New cards

Strategy

A complete plan of action that specifies what a player will do in every possible situation or decision node that could arise in a game.

14
New cards

Rule of Strategy 1

The fundamental rule for solving sequential move games: look forward and reason backward (backward induction).

15
New cards

Nash Equilibrium

A stable game outcome where no player wants to unilaterally deviate to another strategy, given the strategies chosen by all other players.

16
New cards

Subgame Perfect Nash Equilibrium

An equilibrium solution for sequential games defined by players' optimal strategy choices at every decision node in the game tree, both on and off the equilibrium path.

17
New cards

Equilibrium Path

The specific sequence of choices through a game tree that is actually executed when players play their subgame perfect equilibrium strategies.

18
New cards

Choices OFF the Equilibrium Path

The actions specified in players' complete equilibrium strategies for decision nodes that are not reached along the executed equilibrium path.

19
New cards

Counterfactual Thinking

The evaluation of hypothetical scenarios ("what would have happened otherwise") to explain why choices on the equilibrium path occur.

20
New cards

Cheap Talk

Non-binding, costless verbal communication (such as unbacked promises or threats) that does not directly alter payoffs or legally enforce commitment.

21
New cards

Commitment Device

A binding action or mechanism taken before a game is played that irrevocably commits a player to a specific plan of action or imposes high penalties for breaking resolve.

22
New cards

Ultimatum Game

A two-player sequential bargaining game where a proposer makes a single take-it-or-leave-it offer on how to divide a sum of money, and a responder accepts or rejects it.

23
New cards

BATNA

Acronym for "Best Alternative to a Negotiated Agreement," representing a party's best outside option if bargaining fails, which determines negotiation power and pie division.

24
New cards

Other-Regarding Preferences

Non-selfish motives in human decision making and bargaining, including generalized fairness, altruism, empathy, and aversion to guilt or shame.

25
New cards

Nonviolent Communication (NVC)

A communication model developed by Marshall Rosenberg focused on expressing needs and sensing others' needs empathetically, avoiding moralistic judgment or language of domination.

26
New cards

Conflict

A process that begins when one party perceives that another party has negatively affected, or is about to negatively affect, something the first party cares about.

27
New cards

Negotiation

A process in which two or more parties exchange goods or services and attempt to agree upon an exchange rate or terms.

28
New cards

Positional Bargaining

A distributive, win-lose negotiation strategy focused on slicing a fixed pie where parties take rigid positions rather than addressing underlying interests.

29
New cards

Principled Negotiation

An integrative, win-win negotiation model developed by Fisher & Ury that expands the pie by separating people from the problem, focusing on interests instead of positions, and using objective criteria.

30
New cards

Dignity Cultures

Cultural contexts rooted in individualism that follow a rational model of negotiation based on directness and objective criteria.

31
New cards

Face Cultures

Cultural contexts following a relational model of negotiation that prioritizes hierarchy, humility, group harmony, and preserving personal standing without confrontation.

32
New cards

Honor Cultures

Cultural contexts following an honor model of negotiation where personal moral integrity, reputation, and virtuous behavior are treated as indivisible from the task itself.

33
New cards

Strictly Dominant Strategy

An action that yields a strictly higher payoff to a player than any alternative action, regardless of the choices made by opponents.

34
New cards

Rule of Strategy 2

The game theory principle stating that if a player possesses a dominant strategy, they should play it.

35
New cards

Prisoner's Dilemma

A simultaneous game structure where individual rational pursuit of dominant strategies (defecting) leads to an outcome where both players receive lower payoffs than if both had cooperated.

36
New cards

Tit-for-Tat

A strategy for repeated Prisoner's Dilemma games where a player cooperates in the first period and subsequently mimics the opponent's previous move.

37
New cards

Tit-for-Two-Tats

A forgiving variation of Tit-for-Tat designed to prevent retaliatory cycles by requiring two consecutive defections from an opponent before responding with defection.

38
New cards

Rule of Strategy 4

The rule for solving simultaneous games by searching all cells of the payoff table for a pair of mutual best responses, which forms a Nash equilibrium.

39
New cards

Coordination Game

A simultaneous move game featuring multiple Nash equilibria where players achieve higher payoffs by aligning their choices on compatible actions.

40
New cards

Focal Point

A prominent solution (or Schelling point) upon which players naturally converge in coordination games due to shared social norms, culture, or expectations.

41
New cards

Battle of the Sexes

A coordination game with multiple pure Nash equilibria where both players prefer coordinating over mis-coordinating, but favor different coordinated outcomes.

42
New cards

Chicken Game

A game with two pure Nash equilibria where swerving yields a lower status payoff, maintaining course wins if the other swerves, and mutual non-swerving results in total disaster.

43
New cards

Zero-Sum Game

A game of pure conflict in which any payoff gain by one player is exactly equal to the payoff loss suffered by the opponent.

44
New cards

Mixed Strategy

A strategy in which a player randomizes across available pure strategies according to a specific probability distribution to keep opponents guessing.

45
New cards

Rule of Strategy 5

The strategy rule for zero-sum games stating that if revealing your action in advance is disadvantageous, you benefit by choosing at random from available pure strategies.