| Literature DB >> 32032389 |
Aron Szekely1,2, Diego Gambetta1,3.
Abstract
Will fights erupt when resources are scarce and the rules regulating their distribution are absent or ignored? We conjecture that the answer depends on whether credible information about individuals' toughness is available. When people send credible signs and signals of their toughness disputes may be solved without violence. We use a laboratory experiment in which subjects create information about their toughness and decide whether to take others' resources and resist in case others' attempt to take theirs. Subjects perform a potentially painful but safe physical exercise to create information and to determine who wins and loses fights. This, realistically, ranks subjects according to their toughness and implicates toughness, a quality important in real conflict, in fighting. We find that, consistent with theory, information reduces fighting. This suggests that, in addition to the theories traditionally used to explain prisoner behavior, the availability of credible information about toughness influences prison conflict.Entities:
Mesh:
Year: 2020 PMID: 32032389 PMCID: PMC7006906 DOI: 10.1371/journal.pone.0228285
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1Our prison entry game.
Fig 2The design and treatments.
Predicted actions of V and R according to their types and setting.
| V and R types | Predicted actions | |
|---|---|---|
| No Information | Information | |
| VA | Challenge | Challenge or Ignore RA, Challenge RB, Challenge RC |
| VB | Challenge | Ignore RA, Challenge RB, Challenge RC |
| VC | Challenge | Ignore RA, Challenge RB, Challenge RC |
| RA | Resist | Resist |
| RB | Yield or Resist | Yield |
| RC | Yield | Yield |
VA are indifferent between challenging or ignoring RA in the information setting and RB are indifferent between yielding or resisting in the no information setting.
Our hypotheses about V and R actions and the resulting outcomes.
| No Information | Information | ||
|---|---|---|---|
| Challenging decreases with information (H1) | 100% | 67% to 78% | |
| Resisting stays the same or decreases with information (H2) | 33% to 67% | 33% | |
| Status quo | 0% | 22% to 33% | |
| Exploitation | 33% to 67% | 67% | |
| Fight | 33% to 67% | 0% to 11% |
Numbers indicate the percentage of people predicted to choose an action or to end up in an outcome. Outcomes in the No Information condition can be directly calculated from the chosen actions (e.g. 1*0.33 and 1*0.67). The situation is more complex in the Information condition since challenging is conditioned on the grades of R and V.
Fig 3Sample breakdown.
Fig 4When there is information, (A) V challenge less and (B) R resist the same.
Fig 5Information decreases fighting, does not affect status quo, and slightly increases exploitation in simulated outcomes.
Summary of actions and simulated outcomes in the interaction.
| No Information | Signal | Sign+Signal | ||
|---|---|---|---|---|
| Challenge | 79% [100%] | 66%p = 0.046 [67% to 78%] | 69%p = 0.113 [67% to 78%] | |
| Resist | 61% [33% to 67%] | 49%p = 0.174 [33%] | 52%p = 0.280 [33%] | |
| Status quo | 21% [0%] | 21% [22% to 33%] | 25% [22% to 33%] | |
| Exploitation | 29% [33% to 67%] | 42% [67%] | 41% [67%] | |
| Fight | 50% [33% to 67%] | 37% [0% to 11%] | 34% [0% to 11%] |
Square brackets show predicted percentages. Unconditional actions indicated. Superscripts show the p-values that arise from comparisons between the No Information treatment and the information treatments. There are no significant differences between the Signal and the Sign+Signal treatment.