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How teams adapt to exogenous shocks: Experimental evidence with node knockouts of central members

Published online by Cambridge University Press:  13 September 2022

Jared F. Edgerton*
Affiliation:
School of Economic, Political & Policy Sciences, University of Texas at Dallas, Richardson, TX, USA
Skyler J. Cranmer
Affiliation:
Department of Political Science, The Ohio State University, Columbus, OH, USA
Victor Finomore
Affiliation:
Department of Neuroscience, West Virginia University, Morgantown, WV, USA
*
*Corresponding author. Email: jared.edgerton@gmail.com
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Abstract

Researchers have found that although external attacks, exogenous shocks, and node knockouts can disrupt networked systems, they rarely lead to the system’s collapse. Although these processes are widely understood, most studies of how exogenous shocks affect networks rely on simulated or observational data. Thus, little is known about how groups of real individuals respond to external attacks. In this article, we employ an experimental design in which exogenous shocks, in the form of the unexpected removal of a teammate, are imposed on small teams of people who know each other. This allows us to causally identify the removed individual’s contribution to the team structure, the effect that an individual had on those they were connected, and the effect of the node knockout on the team. At the team level, we find that node knockouts decrease overall internal team communication. At the individual level, we find that node knockouts cause the remaining influential players to become more influential, while the remaining peripheral players become more isolated within their team. In addition, we also find that node knockouts may have a nominal influence on team performance. These findings shed light on how teams respond and adapt to node knockouts.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2022. Published by Cambridge University Press
Figure 0

Figure 1. The networks above are an illustration of the study design. In cell (a), we see the initial communication network of the team. The teams play ten rounds of a simple coordination game against a simulated opponent in the control trials. Cells (b–d) illustrate the experimental treatment trials. In cell (b), we see that the most central blue node in the communication network, teammate A, is selected for the knockout. In cell (c), teammate A is removed and all ties to teammate A are severed. The team has to develop a new communication strategy following the knockout. Last, in cell (d), we see the rewired network. The treated experiment participants form new messaging ties (the green nodes and dashed lines) with the remaining participants. The knockout enables us to measure both: (a) how the knockout affects the team and (b) how the remaining experiment participants adapt.

Figure 1

Figure 2. Examples of the communication and communication frequency network. In cell (a), we see the undirected messaging window network. This network is a reflection of the team’s preexisting social network. In cell (b), we can see the communication frequency network. These networks are directed and weighted by the number of messages sent over the communication network each round.

Figure 2

Figure 3. Example gameplay screen for experiment participants. Each player is shown the round and their record in the upper left corner. On the left side, players can communicate with the teammates they are connected to. In this example, player Alex can communicate with their teammates: Claire, Peter, and Nadine. Next to the player message windows, each participant can see a timer that counts down the number of seconds left in each round. In this example, the player has 24 seconds left to commit their troops. At the bottom of the screen, the player can see how many troops they have left to distribute between battlefields BF1–BF3. The players then commit their troops by clicking the “commit” button.

Figure 3

Table 1. Description of the team and individual-level recruitment data used in the analysis. Each team and individual participated in a 10 round experiment. Because we are concerned with the treatment effect of the knockout, we interact the treatment with round number (i.e., pre- or post-knockout rounds)

Figure 4

Figure 4. Waffle plot of the treatment effect of the knockout experiment as the interaction between the node knockout (team level in cell [a]) and network rewire (individual level in cell [b]) and time. Each cell corresponds to an observations, with 520 team level observations and 3,995 individual level observations.

Figure 5

Figure 5. Dependent variables at the team level. In cell (a) we can see the proportions of wins and losses by treatment and time. In cell (b), we can see the normalized volume of messages sent by treatment and time.

Figure 6

Figure 6. Dependent variables at the individual level. In cell (a) we see degree centrality of all participants. In cell (b), we see the betweenness centrality of all participants. And in cell (c), we see the eigenvector centrality of all participants.

Figure 7

Table 2. Average treatment effect for the changes in team performance using the team record and the normalized messages sent. Across both models, teams that experience a node knockout send less messages compared to the control teams

Figure 8

Table 3. Average treatment effect for the knockout on the communication frequency network. Across all models, we see that players connected to the knocked out player become more central to the team following the knockout

Figure 9

Figure 7. The difference in difference estimates for the changes in centrality for the treated individual participants from the standard difference in difference regressions. Following the knockout, the treated experiment participants became more central to their team communication frequency networks.

Figure 10

Figure 8. Simulated p-values by sample size. Starting at sample sizes over 7,000 is when the average treatment effect starts of −0.02 starts to be detected in more than 80% of the simulations.

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