| Literature DB >> 25168161 |
Ulf Toelch1, Esperanza Jubera-Garcia1, Zeb Kurth-Nelson2, Raymond J Dolan3.
Abstract
Competitive interactions between individuals are ubiquitous in human societies. Auctions represent an institutionalized context for these interactions, a context where individuals frequently make non-optimal decisions. In particular, competition in auctions can lead to overbidding, resulting in the so-called winner's curse, often explained by invoking emotional arousal. In this study, we investigated an alternative possibility, namely that competitors' bids are construed as a source of information about the good's common value thereby influencing an individuals' private value estimate. We tested this hypothesis by asking participants to bid in a repeated all-pay auction game for five different real items. Crucially, participants had to rank the auction items for their preference before and after the experiment. We observed a clear relation between auction dynamics and preference change. We found that low competition reduced preference while high competition increased preference. Our findings support a view that competitors' bids in auction games are perceived as valid social signal for the common value of an item. We suggest that this influence of social information constitutes a major cause for the frequently observed deviations from optimality in auctions.Entities:
Keywords: All pay auction; Competition; Decision-making; Preference formation; Social information
Mesh:
Year: 2014 PMID: 25168161 PMCID: PMC4175410 DOI: 10.1016/j.cognition.2014.07.010
Source DB: PubMed Journal: Cognition ISSN: 0010-0277
Fig. 1Players change their bids over the course of the experiment. (a) Players initially bid more for items with higher preferences with increasing bids for PV−; PV; PV. (b) Players decreased their bids during the auction in the PV and PV condition (see also Table 1) compared to their initial bids. Points are individual jittered data points. Boxplots show the mean and a box containing 50% of the data. Whiskers denote a 1.5 interquartile range.
Linear mixed model comparing investment difference between first five and last five trials across the three preference levels. PV and PV contrasted with intercept (PV−).
| Estimate | 95% CI | |
|---|---|---|
| Intercept | 3.64 | [−3.68; 9.93] |
| −12.35 | [−19.76; −3.71] | |
| −11.61 | [−19.32; −3.03] |
Fig. 2Players adjust their bid towards their competitor’s bids in the PV± and PV+ condition. In these conditions, there is a clear relationship between the initial difference between the two player bids and the difference between the initial bid of a player and the last five bids of this player. The effect is less strong in the PV− condition. Depicted regression lines are derived from a linear regression. For a detailed linear mixed model see Table 2.
Linear mixed model relating the influence of preference level and difference between the initial bids in a player pair on the development of bids between the first five and last five bids of each player. The ‘:’ denotes an interaction.
| Estimate | 95% CI | |
|---|---|---|
| Intercept | −0.28 | [−11.78; 10.94] |
| Initial Difference (ID) | 0.13 | [−0.11; 0.37] |
| −5.45 | [−18.20; 7.23] | |
| 2.00 | [−13.43; 17.83] | |
| ID: | 0.36 | [0.05; 0.67] |
| ID: | 0.35 | [0.05; 0.67] |
Linear mixed model relating the change in bids between two successive rounds to the outcomes of the auctions in the two preceding rounds. LL: lose twice; LW: lose then win; WL: win then lose; WW: win twice in the previous rounds. We also explored a model with interactions between preference level and events that did not result in a decreased DIC.
| Estimate | 95% CI | |
|---|---|---|
| LL | 1.93 | [0.92; 2.86] |
| LW | −8.51 | [−10.29; −6.77] |
| WL | 7.30 | [5.48; 8.94] |
| WW | −3.82 | [5.48; 8.94] |
| 0.69 | [−0.60; 1.96] | |
| 1.62 | [0.30; 2.95] |
Fig. 3Parameter estimates (posterior means; error bars denote the 95% highest posterior density interval) of a Bayesian multinomial generalised linear mixed model. As dependent variable, we coded each auction as either increasing, decreasing, or no preference change for each player.