Final Exam - Experimental Economics

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Last updated 12:41 AM on 5/11/26
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66 Terms

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Agent-based modeling / A computational method that simulates the actions and interactions of individual "agents" (such as people, firms, or organizations) to study how their behavior creates larger system-level outcomes.

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Altruism / People value improving the well-being of others.

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Anticipatory avoidance / When individuals change their behavior to avoid a future negative outcome they expect may happen (for example, avoiding medical testing because they fear bad news, or avoiding a task because they expect failure).

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Aspiration learning / A decision-making process where individuals adjust their choices based on whether past outcomes meet their aspiration level. If outcomes fall below expectations, they may change strategies; if outcomes meet expectations, they may stick with current behavior.

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Between-subject design / Each person experiences one treatment; compare across randomized groups. Cleaner identification, avoids carryover and demand effects, but lower statistical power.

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Bounded rationality / The idea that people make decisions with limited information, time, and cognitive ability, so they often settle for "good enough" choices rather than perfectly optimal ones.

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Causal inference / The process of determining whether one variable directly causes changes in another variable, rather than simply being correlated with it. Often done through experiments or statistical methods.

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Challenge gift / A donation offered to a fundraising campaign on the condition that others also contribute (e.g., "A donor will give $10,000 if the organization raises another $10,000").

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Competitive equilibrium / A market outcome where supply equals demand and prices adjust so that buyers and sellers maximize their objectives with no excess surplus or shortage.

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Computational experiment / A simulation-based experiment where researchers use computer models to test how systems or agents behave under different assumptions or scenarios.

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Confound / A factor that interferes with an experiment, making it unclear what actually caused the observed result.

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Control condition / In an experiment, the baseline group that does not receive the treatment being tested, used for comparison.

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Crowding out / When one type of economic activity reduces another. Common examples: government spending reducing private investment, or external incentives reducing intrinsic motivation.

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Day-of-week effects / Patterns where behavior or outcomes systematically vary depending on the day of the week (e.g., stock returns, consumer purchases, or charitable donations differing on weekends vs. weekdays).

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Deferred acceptance / A matching algorithm in which participants rank preferences and tentative matches are made until a stable final match is reached.

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Design parallelism / In experimental design, creating multiple treatments that differ in only one key factor so researchers can isolate the effect of that specific variable while keeping the overall structure comparable.

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External validity / How well the results of an experiment generalize beyond the experiment itself.

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Field experiment / An experiment conducted in a real-world setting rather than a lab, where participants often do not know they are part of a study, allowing researchers to observe natural behavior.

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Free-rider problem / When individuals benefit from a public good or shared resource without contributing to its cost, relying on others to pay or participate.

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Homegrown preferences / Preferences that participants bring with them into an experiment from real life (e.g., personal values, habits, biases), rather than preferences created by the experiment itself.

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Hot state / cold state / A concept describing how people make different decisions depending on their emotional state. A hot state involves strong emotions, stress, or impulses; a cold state involves calm, rational thinking.

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Identification / The ability to isolate and measure a true causal relationship between variables.

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Image motivation / When people act in ways that improve how others perceive them (example: donating publicly to appear generous).

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Impure altruism / Giving or helping behavior motivated partly by concern for others and partly by personal benefits such as feeling good ("warm glow").

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Independent variable / The variable that researchers manipulate or change in an experiment to test its effect on another variable.

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Induced value / In experimental economics, researchers assign participants specific values or incentives to create controlled preferences within the experiment.

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Internal validity / How confident we are that the treatment caused the observed effect.

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Intrinsic motivation / Doing an activity because it is personally rewarding or enjoyable, rather than because of external rewards or pressures.

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Learning effects / Changes in participants' behavior over time as they gain experience or become more familiar with a task or experiment.

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Level-k reasoning / A model of strategic thinking where people make decisions based on assumptions about how many "steps ahead" others are thinking. Level-0 acts simply, level-1 responds to level-0, and so on.

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Matching gift / A donation where one donor agrees to match contributions made by others, often dollar-for-dollar.

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Matching market / A market where participants are matched with one another based on preferences rather than prices, such as students to schools or doctors to hospitals.

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Mechanism / The rules or process that determine outcomes in a system, market, or experiment (such as an auction format or matching algorithm).

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Minimal group paradigm / A social psychology framework showing that people can show favoritism toward their own group even when group assignments are arbitrary.

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Nash equilibrium / A situation in game theory where no player can improve their outcome by changing their strategy alone, assuming other players keep their strategies unchanged.

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Order effects / When the sequence in which conditions or stimuli are presented changes the measured response.

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Pay-all / A payment method providing stronger incentives but with wealth effects across rounds.

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Pay-one / A payment method that limits hedging but assumes expected utility reasoning.

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Piece-rate compensation / A payment structure where individuals are paid based on how much they individually produce or complete.

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Public goods / Goods that are non-rival (one person's use doesn't reduce others' ability to use them) and non-excludable (people can't easily be prevented from using them), such as national defense or clean air.

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Psychological ownership / The feeling that something is "mine" even without legal ownership, which can influence behavior, attachment, and decision-making.

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Random assignment / A method that balances observed characteristics and unobservables in expectation across treatment and control groups.

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Real-effort task / An experimental task that requires participants to perform actual work or exert genuine effort (such as solving puzzles or data entry) rather than making purely hypothetical choices.

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Reciprocity / Responding to another person's actions with similar behavior—rewarding kindness with kindness (positive reciprocity) or responding to harm with punishment (negative reciprocity).

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Reinforcement learning / A learning process where individuals or agents adjust behavior based on past rewards and punishments, repeating actions that led to good outcomes and avoiding actions that led to bad outcomes.

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Selection bias / When who ends up in the treated group differs systematically from those in the control group.

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Agent-Based Models / Computational Simulations / They show how large economic patterns (like prices, markets, or inequality) can emerge from many small individual actions and interactions.

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Bilateral Bargaining with a Shrinking Pie / Two parties negotiate over how to divide a benefit, but the total size of that benefit decreases over time, creating pressure to reach agreement quickly.

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Dictator Game / An experiment studying generosity vs. self-interest in which the recipient is powerless. Giving can only be explained by social preferences, norms, image, and guilt.

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Double-Sided Oral / Double Auction Market / A laboratory market designed to test price discovery, where buyers and sellers openly call out bids and asks.

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Field Experiments / Studies where researchers test behavior or policies in real-world settings rather than a lab.

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Gift-Exchange Game / An experiment where one person (the "employer") offers a wage or reward, and the other (the "worker") chooses how hard to work in return.

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Keynesian Beauty Contest / 2/3 Guessing Game / A game where people try to guess a number (usually 0–100), and the winner is the person whose guess is closest to two-thirds of the average of all guesses.

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Matching Markets / Markets where people or things are paired together based on preferences on both sides, rather than just price.

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Minimal Group Paradigm / A social science experiment where people are randomly split into groups based on trivial or meaningless criteria to study in-group favoritism.

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Niederle-Vesterlund Competition Paradigm / An experiment that studies how willing people are to enter competitive situations instead of non-competitive ones, even when their performance is similar.

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Piece-Rate vs. Tournament Environments / In piece-rate environments, people are paid based on individual output. In tournament environments, people are paid based on performance relative to others (e.g., only the top performer gets a bonus).

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Prisoner's Dilemma / A game where two parties choose an option that is individually rational but leads to a worse collective outcome than if they had cooperated.

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Real-Effort Tasks / Experimental tasks where participants perform simple but actual work-like activities (such as solving puzzles, counting, or sorting items) to earn money or rewards.

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Residency Matching / A system used to pair medical school graduates with hospital residency programs based on the preferences of both students and hospitals.

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Stated-Effort Tasks / Experimental tasks where participants report or claim how much effort they put in, rather than researchers directly observing or measuring the effort.

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Strategy Method / An experimental technique where participants state what they would do in every possible situation before knowing which situation will actually occur.

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Trust Game / An experiment studying reciprocity and beliefs about trustworthiness (and strategic response).

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Ultimatum Game / An experiment where strategic incentives matter (fear of rejection). Giving can be explained by social preferences and/or fear of rejection.

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Voluntary Contribution Mechanism (VCM) / An experiment where individuals choose how much of their own resources to contribute to a shared public good.

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Volunteer's Dilemma / A situation where multiple individuals must decide whether to volunteer to provide a public good that benefits everyone, or to free-ride on others.