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Testing team reasoning: Group identification is related to coordination in pure coordination games

Published online by Cambridge University Press:  01 January 2023

James Matthew Thom*
Affiliation:
Kantar Public, 4 Millbank, London, SW1P 3JA, UK
Uzma Afzal*
Affiliation:
Center for Behavioral Institutional Design, New York University Abu Dhabi, Saadiyat Marina District, Abu Dhabi, United Arab Emirates
Natalie Gold*
Affiliation:
Centre for Philosophy of Natural and Social Sciences, London School of Economics and Political Science, Houghton Street, London WC2A 2AE, UK
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Abstract

Games of pure mutual interest require players to coordinate their choices withoutbeing able to communicate. One way to achieve this is through team-reasoning,asking ‘what should we choose’, rather than just assessingone’s own options from an individual perspective. It has been suggestedthat team-reasoning is more likely when individuals are encouraged to think ofthose they are attempting to coordinate with as members of an in-group. In twostudies, we examined the effects of group identity, measured by the‘Inclusion of Other in Self’ (IOS) scale, on performance innondescript coordination games, where there are several equilibria but nodescriptions that a player can use to distinguish any one strategy from theothers apart from the payoff from coordinating on it. In an online experiment,our manipulation of group identity did not have the expected effect, but wefound a correlation of .18 between IOS and team-reasoning-consistent choosing.Similarly, in self-reported strategies, those who reported trying to pick anoption that stood out (making it easier to coordinate on) also reported higherIOS scores than did those who said they tended to choose the option with thelargest potential payoff. In a follow-up study in the lab, participants playedeither with friends or with strangers. Experiment 2 replicated the relationshipbetween IOS and team-reasoning in strangers but not in friends. Instead,friends’ behavior was related to their expectations of what theirpartners would do. A hierarchical cluster analysis showed that 46.4% ofstrangers played a team reasoning strategy, compared to 20.6% of friends. Wesuggest that the strangers who group identify may have been team reasoning butfriends may have tried to use their superior knowledge of their partners to tryto predict their strategy.

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Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
The authors license this article under the terms of the Creative Commons Attribution 3.0 License.
Copyright
Copyright © The Authors [2022] This is an Open Access article, distributed under the terms of the Creative Commons Attribution license (http://creativecommons.org/licenses/by/3.0/), which permits unrestricted re-use, distribution, and reproduction in any medium, provided the original work is properly cited.
Figure 0

Figure 1: Coordination game payoff matrix for a 2x2 Hi-Lo game.

Figure 1

Figure 2: The Inclusion of Other In Self Scale. Respondents are asked to select the pair of circles that best describes the relationship between them and the other player.

Figure 2

Table 1: Payoffs available in each question of the coordination game. Each number corresponds to a different option, so where there are three ‘10’s, there were three options available that were worth 10 points each. For each question, the options we considered to be consistent with team reasoning are shaded grey

Figure 3

Figure 3: Screenshot of the coordination game, as seen by participants. In this case, the participant is in the we condition since the instructions above refer to ‘your partner’ rather than ‘the other person’.

Figure 4

Table 2: Payoffs available in each question of the coordination game in Experiment 2. The predicted choices of a team reasoner are shaded grey. Payoff sets are clustered by type, designed to contrast different strategies (see Section 4 on naïve vs sophisticated team reasoning). Participants answered questions in the order shown in the left-most column. This order was determined pseudo-randomly, with no two questions of the same type adjacent

Figure 5

Table 3: Mean numbers of items agreed on by both partners, and mean payoffs (GBP), both split by condition

Figure 6

Table 4: Ordinal Probit GLM output for Payoff Label, Pick High, and Pick Low participants. Coefficients shown for condition dummy variable are for the friend condition, using the stranger condition as a reference

Figure 7

Table 5: Scores were compared using a one-way ANOVA. Mean IOS scores by choice strategy in three questions that distinguish between sophisticated team reasoning, picking high, and picking unique

Figure 8

Table 6: Breakdown of questions where the lowest payoff is neither unique nor associated with maximal expected value available for a pair. Each payoff is shown with the proportion of participants who chose underneath

Figure 9

Table 7: Mean IOS scores according to each of the three clusters obtained from hierarchical clustering analysis. The F-statistic shown is for the one-way ANOVA comparing the mean IOS scores across the clusters. Standard errors reported in brackets

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