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One Step at a Time: Does Gradualism Foster Group Coordination? * Abstract This study is based on a framed field experiment conducted in China and the study examines how the pattern of varying threshold levels influences group coordination at high-threshold levels. Of primary interest in varying the threshold level successively is the role of gradualism. We define gradualism as the hypothesis that proposes that allowing agents to coordinate first on small and easy-to-achieve goals and then increasing the level of goals slowly over the course of a game facilitates subsequent coordination on otherwise hard-to-achieve outcomes. We find that successful coordination at a high-stakes level in the Gradualism treatment group was very high. Our findings suggest that for a group to establish successful coordination at a high level, it is better to begin at a low-stake level and, equally important, to increase the stake level slowly. The paper sheds light on how to foster group coordination in a context where it is not clear how to structure incentives for individual players. * Joint with Sam Asher (Oxford) and Maoliang Ye (Harvard). We would like to thank Alberto Alesina, Jim Alt, Nejat Anbarci, Abhijit Banerjee, Max Bazerman, Iris Bohnet, Hannah Bowles, David Canning, Gary Charness, Raj Chetty, David Cutler, Sreedhari Desai, Ernst Fehr, Daniel Friedman, John Friedman, Roland Fryer, Francis Fukuyama, Edward Glaeser, Francesca Gino, Torben Iversen, Garett Jones, Yuichiro Kamada, Lawrence Katz, Judd Kessler, David Laibson, David Lam, Randall Lewis, Jeffrey Liebman, Jaimie Lien, Erzo F. P. Luttmer, Brigitte Madrian, Juanjuan Meng, Louis Putterman, Alvin Roth, Jason Shachat, Kenneth Shepsle, Andrei Shleifer, Monica Singhal, James Snyder, Dustin Tingley, Yan Yu, Tristan Zajonc, Richard Zeckhauser, Yao Zeng. I have been financially supported by the following sources: The National Science Foundation Graduate Research Fellowship in the Economics Program under Grant No. 1227274, The Harvard Institute for Quantitative Social Studies and The CEPR AMID Marie Curie Initial Training Network Grant.
Transcript

One Step at a Time: Does Gradualism Foster Group

Coordination?*

Abstract

This study is based on a framed field experiment conducted in China and the

study examines how the pattern of varying threshold levels influences group coordination

at high-threshold levels. Of primary interest in varying the threshold level successively is

the role of gradualism. We define gradualism as the hypothesis that proposes that allowing

agents to coordinate first on small and easy-to-achieve goals and then increasing the level

of goals slowly over the course of a game facilitates subsequent coordination on otherwise

hard-to-achieve outcomes. We find that successful coordination at a high-stakes level in

the Gradualism treatment group was very high. Our findings suggest that for a group to

establish successful coordination at a high level, it is better to begin at a low-stake level

and, equally important, to increase the stake level slowly. The paper sheds light on how to

foster group coordination in a context where it is not clear how to structure incentives for

individual players.

* Joint with Sam Asher (Oxford) and Maoliang Ye (Harvard). We would like to thank Alberto Alesina, Jim

Alt, Nejat Anbarci, Abhijit Banerjee, Max Bazerman, Iris Bohnet, Hannah Bowles, David Canning, Gary

Charness, Raj Chetty, David Cutler, Sreedhari Desai, Ernst Fehr, Daniel Friedman, John Friedman, Roland

Fryer, Francis Fukuyama, Edward Glaeser, Francesca Gino, Torben Iversen, Garett Jones, Yuichiro Kamada,

Lawrence Katz, Judd Kessler, David Laibson, David Lam, Randall Lewis, Jeffrey Liebman, Jaimie Lien, Erzo

F. P. Luttmer, Brigitte Madrian, Juanjuan Meng, Louis Putterman, Alvin Roth, Jason Shachat, Kenneth

Shepsle, Andrei Shleifer, Monica Singhal, James Snyder, Dustin Tingley, Yan Yu, Tristan Zajonc, Richard

Zeckhauser, Yao Zeng. I have been financially supported by the following sources: The National Science

Foundation Graduate Research Fellowship in the Economics Program under Grant No. 1227274, The Harvard

Institute for Quantitative Social Studies and The CEPR AMID Marie Curie Initial Training Network Grant.

1

1 Introduction

Successful coordination is at the core of a wide variety of economic and political

situations (Schelling, 1960; Arrow, 1974). Nonetheless, coordination failure is common in

the real world (Van Huyck et al., 1990; Cooper et al., 1990; Knez & Camerer, 1994, 2000;

Cachon & Camerer, 1996). Such failures significantly influence social welfare in many

ways, from causing setbacks in economic development (Ray, 1998; Kaul & Stern, 1999;

Bardhan, 2005; UNIDO, 2008), to creating disruptions in business cycles (Cooper & John,

1988) and defects in international monetary policies (Krugman & Obstfeld, 2009), to

influencing the building and promotion of the rule of law (Weingast, 1997).

We focus on a coordination mechanism related to varying the thresholds, which are

monetary points that a group must reach with the total of all group members’

contributions for a public (i.e., group) good to exist. Both in the lab and in the real world,

many privately provided public goods make use of a threshold to determine whether the

good is produced.1 Key questions related to a coordination game in which only the

threshold patterns can be varied are as follows:

1 We define a successful outcome as the sum of all individuals’ contributions reaching a minimum predefined

monetary threshold.

2

1. What buy-in strategy should a social planner choose if he or she wants to target

high levels of voluntary group coordination?

2. Should the social planner choose a series of successive low-threshold levels followed

by high-threshold levels, a slow and gradual increase of threshold levels, or

immediately introduced high-stake patterns?

Using a framed field experiment2 conducted in China, we address how the pattern

of varying threshold levels influences group coordination at high-threshold levels.3 Of

primary interest in varying the threshold level successively is the role of gradualism. We

define gradualism as the hypothesis that proposes that allowing agents to coordinate first

on small and easy-to-achieve goals and then increasing the difficulty of goals slowly over

the course of a game facilitates subsequent coordination on otherwise hard-to-achieve

outcomes.

To test the gradualism hypothesis, we conducted a computer-based study. Players

within a group were able to interact repeatedly. This feature mimicked a typical

coordination setting in the real world, but it did not replicate it exactly. In each period, we

endowed the participants with points (i.e., monetary units in the laboratory) and asked

each person to contribute a given amount (stake) to a hypothetical group project. Each

2 As per the taxonomy put forth in Harrison and List (2004), a framed field experiment is a conventional lab

experiment with field context in either the commodity, the task, or the information set that the subjects can

use. 3 Our paper focuses on a fixed-size group. For gradual organizational growth, see Weber (2006). In Section 2,

we compare and contrast Weber’s study to our study.

3

person had two options: (1) to contribute the pre-set amount exactly or (2) to contribute

nothing. In each period, members earned a profit only if all group members contributed to

the project. Otherwise, each person ended up with only the points that he had left from

the original sum he was given. 4,5,6

We assigned the participants to four main treatment groups of stake patterns,

which differed in the first six periods but featured an identical stake for the final six

periods. The first treatment, labeled Big Bang, featured a constant high stake for all 12

periods. The second treatment, labeled Semi-Gradualism, featured a constant low stake for

the first six periods and then a high stake for the final six periods. In our third and key

treatment, termed Gradualism, we increased the stake in each of the first six periods by

small amounts until it reached the highest stake in Period 7.7 The final treatment, which

we call the High Show-up Fee treatment, was a variant of the Big Bang treatment. The

High Show-up Fee treatment featured the same constant high stake for all 12 periods as

the Big Bang treatment but offered a higher show-up fee.

4 The setup we chose is generally referred to as the minimum-effort or weakest-link coordination game: The

payoff depends on each individual’s effort and the minimum effort of group members. Our setting simplifies the

payoff function. 5 Generally, the minimum-effort coordination game entails a complex payoff matrix: Several action choices are

available, and payoffs depend on both an individual’s actions and the minimum action of all other players’

actions. See Van Huyck et al. (1990), Knez and Camerer (1994, 2000), Cachon and Camerer (1996), Weber

(2006), and Chaudhuri et al. (2009). 6 Because of the binary choice feature (i.e., to contribute or not to contribute) available to each player in a

given period, our game is a multiperiod stag hunt game. Our game is a standard discrete public good game,

but no opportunity for individual free-riding is available. Our setup also relates the “weakest-link” public goods

game featured in several theoretical and experimental papers (see Hirshleifer, 1983; Harrison & Hirshleifer,

1989; Cornes & Hartley, 2007). 7 Note that the Semi-Gradualism treatment fell between the Big Bang and Gradualism treatments: The stake

in this case started and remained at a low level but then suddenly increased to the high value in Period 7.

4

Notes: The vertical line between Periods 6 and 7 separates the two halves of the first stage;

coordination performance of different treatments in the second half (periods 7–12) is the

main interest of this study.

Our first main finding is that successful coordination at a high-stakes level in the

Gradualism treatment group was very high. At the end of our experiment, 61.1 percent of

people in the Gradualism groups successfully coordinated, whereas only 16.7 percent and

33.3 percent, respectively, of those in the Big Bang and Semi-Gradualism groups did so.

Strikingly, the Semi-Gradualism group failed to foster high group coordination in

comparison to the Gradualism treatment group. Our findings suggest that for a group to

establish successful coordination at a high level, it is better to begin at a low-stake level

and, equally important, to increase the stake level slowly.

05

1015

Sta

ke in

the

Firs

t Sta

ge (

poin

ts)

0 5 10 15Period

BigBang SemiGradualismGradualism HighShowupFee

Figure 1: Stake Patterns of the Treatments in the First Stage

5

Our second main finding is that individuals in the Gradualism category were about

10 percentage points more likely to cooperate upon entering a new group.8 However, when

they found that their cooperation was not rewarded in the new environment (because the

new group members may have been treated differently and/or had different coordination

outcomes previously), these subjects tended to become less cooperative.

This paper makes two key contributions. First, the paper contributes to the

coordination literature by examining how stake path dependence, as opposed to other

contextual factors, fosters successful group coordination. Economists have addressed ways

to promote successful coordination via various mechanisms: (1) introducing either

monetary or nonmonetary punishment (Fehr & Gaechter, 2000)9, (2) allowing player

communication (Cooper, DeJong, Forsythe, & Ross, 1992), (3) promoting competition

between groups (Myung, 2008), (4) introducing entrance fees (Cachon & Camerer, 1996),

(5) varying group size (Weber, 2006), and (6) allowing accumulation of player

contributions (Dorsey, 1992; Marx & Matthews, 2000; Kurzban et al., 2001; Duffy et al.,

2007). The only other study to examine the effect of path dependence on group

coordination is Romero’s (2011); he generally explores the importance of historical game

8 When a person interacts with others in a group, he or she may develop beliefs about the cooperative

tendencies of an average person from the general population. For example, if a group manages to cooperate

successfully, this outcome may lead to a subsequent tendency toward cooperation among its members. To

explore this potential channel, we introduced a second stage in the experiment: In the second stage, we

reshuffled experimental participants into new groups and observed their actions. 9 Fehr and Gaechter (2000) find that when either monetary or nonmonetary punishment is available to players,

they end up using it, and availability of either kind of punishment increases average player contributions.

6

parameters on game coordination.10,11 The second contribution of this paper is that it sheds

light on how to foster group coordination in a context where it is not clear how to

structure incentives for individual players.

That the use of gradualism results in the highest coordination rates has various

policy implications. Coordination is essential to intra-team collaboration, to domestic

country reforms, and to the success of international agreements. In the context of small

intra-organization employee–employer dynamics, this setup could eventually ensure that

employees coordinate well in large tasks (e.g., employers can provide small initial tasks to

new employees to assist with coordination building). Gradualism can foster intracountry

coordination, for a country transitioning from a planned economy to a market economy, or

a country on the path to democratization (Dewatripont & Roland, 1992, 1995; Wei, 1997;

Weingast, 1997).12 Finally, the gradualism approach could be equally salient to bilateral

investment treaties (Chisik & Davies, 2004) such as the United Nations Framework

Convention on Climate Change and the Kyoto Protocol (Mitchell, 2003), or for arms races

10In game theory, coordination refers to resolving which strategy (associated with an equilibrium) a player will

choose to play when there are multiple equilibrium choices. In this paper, we focus on those coordination

games with Pareto-ranked equilibriums, especially weakest-link (minimum-effort) coordination games. 11Some studies find sanction institutions, social pressure, and reputation to be mechanisms that promote

cooperation (see Olson, 1971; Ostrom et al., 1992; Fehr & Gächter, 2000; Masclet et al., 2003; Gächter &

Herrmann, 2011; Bochet et al., 2006; Carpenter, 2007). Others explore methods to facilitate coordination when

sanctions and social pressure cannot be imposed, such as repetition with fixed group members (Clark & Sefton,

2001), complete information structure (Brandts & Cooper, 2006a), communication (Cooper et al., 1992;

Charness, 2000; Weber et al., 2001; Duffy & Feltovich, 2002; Chaudhuri et al., 2009), and between-group

competition (Bornstein et al., 2002; Riechmann & Weimann, 2008). 12 Coordination among stakeholders is only one aspect of economic and political reforms.

7

as states avoid rapid reductions that diminish their bargaining power (Downs & Rocke,

1990; Kydd, 2000; Langlois & Langlois, 2001).

The rest of the paper is organized as follows. In Section 2, we discuss related

economics literature. In Section 3, we detail the experimental design. In Section 4, we

present results. Section 5 concludes.

2 Coordination Games and Gradualism

The gradualism hypothesis relates to previous research on the dynamics of

coordination games, prisoners’ dilemma games, and public goods games.13

In a laboratory dynamic weakest-link14 coordination experiment, Weber (2006)

studies the dynamics of organizational growth. He finds that for successful coordination in

a large group to occur, it is better to grow the group size gradually than to start with a

large group. Our study differs from Weber (2006) in three major ways: (1) We explore

gradualism in coordination within a given fixed-size group; (2) in our study, the choice set

13 Several studies examine gradualism in the setup of sequential move or trust (investment) games. Pitchford

and Snyder (2004) present a model in which a sequence of gradually smaller investments solves the hold-up

problem, a situation where two parties (e.g., a supplier and a manufacturer or the owner of capital and

workers) may be able to work most efficiently by cooperating, but refrain from doing so due to concerns that

they may give the other party increased bargaining power. In Pitchford and Snyder’s (2004) setup the buyer’s

ability to hold up a seller’s investment is substantial. However, Kurzban et al. (2008) contradict the prediction

of Pitchford and Snyder (2004) by showing that subjects prefer starting with small levels of investment and

subsequently increasing them, rather than the other way around. 14 In a standard weak-link game, participants simultaneously pick a number. The earnings of a particular

player depend on the number they chose and on the lowest number chosen. Usually each individual's payoff

function is positively related to the minimum of all individuals' choices and negatively related to the difference

between their own choice and the lowest choice. A weak-link game is a representation of any situation where

the group output depends on the contribution (or effort) of the least contributing member and contributing is

costly.

8

in each period is binary, and the payoff structure is much simpler; and (3) we have a third

main treatment, Semi-Gradualism, which explores whether a sudden increase of the stake

negatively affects coordination.

Romero (2011) studies the effect of path dependence (past game parameters)

on subsequent weakest-link game coordination and finds that groups coordinate better

with a certain cost when the cost is increasing than when the cost is decreasing to that

level. Our study differs from Romero (2011) in two ways: (1) We change the stake level,

which indicates not only the cost but also the benefit, and (2) we compare a slow increase

of the stake with a sudden increase and with a start at a high stake, while he alternatively

compares an increasing path of the cost with a decreasing one.

A third strand of the literature, related to our research, allows players in a public

goods provision game to accumulate contributions over periods (Dorsey, 1992; Marx &

Matthews, 2000; Kurzban et al., 2001; Duffy et al.,2007). Besides the binary weakest-link

structure that differs from these studies, another feature of our setup that is unique to our

design is that the “public good” in our game is independent from one period to the next.

Contributions cannot accumulate over periods, and each project features its own target

(stake). In the aforementioned studies on dynamic voluntary contribution to a single

public project, players are allowed to contribute whenever and as much as they wish and

accumulate their contributions over the course of the project (there is no objective for each

period before the game's end). Our experimental design examines the causal effects of

9

stake variation in contrast to a design that exogenously varies game period lengths or how

player contributions accumulate. Although the aforementioned studies relate to some real-

world examples (e.g., long-term fund drives), our study is better aligned with other

important real-world factors we mention earlier. In the examples we refer to in Section 1,

the duration of the final high-stake project is relatively short and is not divisible into

subperiods to accumulate effort; regular feedback about what other participants contribute

to the final project is not provided. Players, in our setup, face an independent project with

a clear small-scale objective in each period, and after each period, players assess how they

performed on these small-scale tasks.

We outline more clearly the efficiency gains of gradualism than Andreoni and Samuelson

(2006). Andreoni and Samuelson (2006) examine a twice-played prisoners’ dilemma in

which the total stakes in two periods are fixed, while the distribution of these stakes across

periods can be varied. Both their theoretical and experimental results show that it is best

to “start small,” with bigger stakes in the second period. However, cooperation is low for

the period with a high stake in their experiment.15 One potential explanation of the

advantage of our setup in promoting cooperation over Andreoni and Samuelson’s (2006) is

that our "weakest-link" structure does not allow free-riding, unlike their setup.

15 When the relative stake of Period 2 is high, more cooperation takes place in Period 1 but less cooperation

occurs in Period 2; when the relative stake of Period 2 is low, less cooperation occurs in Period 1 but more

cooperation takes place in Period 2.

10

Offerman and van der Veen (2010) study whether governmental subsidies geared

toward promoting public good provisions should be abruptly introduced or gradually

increased; that is, given the benefit of the public good, whether the individual cost of

providing the public good should be decreased sharply or gradually. Their results favor an

immediate increase of subsidy: When the final subsidy level is substantial, the effect of a

quick increase is much stronger than that of a gradual increase. Our study differs from

Offerman and van der Veen (2010) in three key ways. First, these authors focus on how

the use of subsidies can stimulate cooperation after unsuccessful cooperation at the start of

a game. Because our mechanism focuses on the variation of threshold patterns, it is quite

distinct from their subsidy mechanism. Second, our study manipulates the stake level:

Both the cost and the benefit of the public good could change (whereas in Offerman and

van der Veen’s [2010] setup only the cost changes). A third key distinction relates to the

fact that our study stake paths are non-decreasing, whereas their paths are non-increasing.

Several other studies examine monotone games, multi-period games in which

players are constrained to choose strategies that are non-decreasing over time (i.e., players

need to increase their respective contributions over time) (see Gale, 1995, 2001; Lockwood

& Thomas, 2002; Choi et al., 2008). In contrast to these studies, our experiment employs a

different feature—we enable the stake to be non-decreasing, rather than the contribution.

Watson (1999, 2002) examine theoretically how “starting small and increasing

interactions over time” is an equilibrium for dynamic cooperation. Our setup adopts an

11

empirical, as opposed to theoretical, approach to test this assumption. By determining the

stake path exogenously, we address whether gradualism promotes cooperation at high-

stake levels, rather than whether players themselves choose to adopt a gradualist

approach.

3 Information Structure and Theoretical Framework

In this section, we review what information we provided to each player, what

strategies each player faces in each game period and what the payoffs options are.

3.1 Information Structure

The information structure we provided to each player is as follows: we told

subjects that the game would consist of two stages, although they were not told the exact

number of periods in each stage. Instead, we told players that the game would last

between 30 minutes and 1 hour, including time for sign-up, reading of instructions, and

taking a quiz designed to ensure that subjects understood the experimental guidelines as

well as what rules guide the calculation of their final payment. We note two features of the

game. First, we wanted to reduce the possibility of backward induction16 and a potential

end-of-game effect.17 Second, our study design approximated features of real-world

16 Because the number of periods of a game is unknown but the number of periods is finite, in theory players

could backward induct to some extent. The likelihood of actual backward induction occurring is, however, not

well supported in the empirical literature. 17 In minimum-effort coordination games, the end-of-game effect should be absent or minor because there is no

incentive to free-ride given that others cooperate.

12

situations—in the real world, people do not know ex ante the exact number of

coordination opportunities.

At the beginning of each period, each subject knew the stake of the current period

but not those of future periods. This replicates the circumstances of many real-world cases,

in which people do not know what is at stake in future interactions. At the end of each

period, each player knew whether all four group members (including himself or herself)

contributed the required points for that period but did not know the total number of

group members who contributed (in case fewer than four members contributed). The study

design was consistent with minimum-effort coordination games (see Van Huyck et al.,

1990), in which the only commonly available historical data to players is the minimum.18, 19

In our game, we did not allow communication among players for two reasons.

First, communication among heterogeneous groups, which could benefit from coordination,

is often impossible in the real world. Second, a design that precludes communication makes

coordination among players more difficult.20

3.2 Stages, Payoffs and Nash Equilibria

18 In our setup, if all members cooperate, then the minimum is the stake (or coded in a binary way, “1”);

otherwise the minimum is zero. 19 This feature is popular in the contract theory literature, in which imperfect observation of effort is common. 20 Ostrom (2010), Charness (2000), and Chaudhuri et al. (2009) provide evidence that communication improves

cooperation.

13

We set up the game in two stages: The first stage comprised 12 periods, while the

second one comprised 8 periods.21 In each period, we endowed each subject with 20 points

and asked that each provide a certain number of points to their assigned groups’ common

pools. The required number could vary across periods, and each subject could only choose

either to contribute the exact amount, which we refer to as the stake, or not to contribute

at all. If all members in a group contributed the exact number of points required, then

each member not only received the points he had contributed to the pool, but he also

gained an extra return, which equaled the required number of points (i.e., the stake). If

not all group members contributed (or at least one of the players deviated), then each

member finished the period with his remaining points only (i.e., the initial endowment

minus the player’s contribution during the period).

Players earned according to the following function in each period, conditional on

each player's action:

=≠∃=−=≠∀==+

=DAtsijandCAifTh

DAif

ijCAandCAifTh

Earnings

tjtit

ti

tjtit

it

,,

,

,,

..,20

20

,20

(1)

where Earningsi,t is i ’s payoff in period t , tTh is stake at t . , i tA and , j tA are the actions

of i and j at t , respectively ( i and j are in the same group). C represents “cooperate”

(“contribute”), while D represents “deviate” (“not contribute”).

21 We define a period as each one-shot interaction among all four players. A game stage comprises multiple

periods.

14

Generally, the stag hunt differs from the prisoner's dilemma in that there are two

Nash equilibria: when both players cooperate and both players defect.22

3.3 A Belief-Based Model

The coordination problem at the heart of our experimental design involves multiple

equilibria in each period. Both the stake level at the start of each game (i.e., period) and

the stake path influence how players form their initial beliefs about other players' actions

and how players subsequently update these beliefs. In the framework we develop, we posit

that players' beliefs are central in determining the game equilibrium.

We adopt a belief-based learning framework to generate theoretical predictions

regarding coordination outcomes.23,24 The theory of level-k reasoning, first proposed by

Stahl and Wilson (1995) and Nagel (1995), with further extensions by Ho, Camerer, and

Weigelt (1998), Costa-Gomes, Crawford and Broseta (2001), and Costa-Gomes and

Crawford (2006), can be used to rationalize subject behavior in any coordination context.

The level-k model is based on the presumption that subjects’ behavior can be classified

22 The payoff matrix in Appendix Table A.1 illustrates the payoff structure of a stag hunt game, where a > b

≥ d > c 23 We cannot rule out alternative explanations for our experimental results. Recent economics papers provide

strong evidence that players play consistent with their beliefs, although we do not formally test this assertion

(see Nyarko & Schotter, 2002; Costa-Gomes & Weizsäcker, 2008; Rey-Biel, 2009; Fischbacher & Gächter,

2010). Direct incentive-compatible belief elicitation has become increasingly popular in experimental economics

(see Offerman et al., 1996, 2001; Nyarko & Schotter, 2002; Costa-Gomes & Weizsäcker, 2008; Rey-Biel, 2009;

Hyndman et al., 2009). We ended up not eliciting beliefs in favor of cleanly testing our gradualism hypothesis.

We were concerned that if we were to elicit player beliefs, we likely would have contaminated our results.

Several recent studies (see Rutström & Wilcox, 2004, 2009) support our concern. In particular, Rutström and

Wilcox (2004, 2009) provide strong evidence that belief elicitation results in higher player sophistication and

higher-order rationalities, both of which ultimately influence how player act. 24 Appendix C details formal belief-based learning model with level-k thinking.

15

into different levels of reasoning. The zero level of reasoning, L0, corresponds to

nonstrategic behavior (i.e., when strategies are selected at random without forming any

beliefs about opponents’ behavior). In the literature, L0 is typically considered to be a

person’s model of others in general rather than a specific person. Level-1 players, L1,

believe that all their opponents are L0 and play the best response based on this belief.

Level-2 players, L2, play the best response based on their belief that all their opponents

are L1, and so on.

While level-k thinking is not particularly unique to the gradualism contest (see

Costa-Gomes & Crawford, 2006), the structure of the game and its simplicity are very

conducive to this type of behavior. Success in the coordination game largely depends on a

person’s ability to correctly predict the choice made by others. This explicitly forces

individuals to think about the decisions of other players. Moreover, the symmetry of

information makes this task relatively simple, which can further encourage participants to

focus on the behavior of others.

We posit that non-strategic L0 players have constant “willingness-to-contribute”

and intend to contribute if and only if their “willingness-to-contribute” is larger than the

16

current stake,25 while rational players (i.e., level-k players for any 1k ≥ ) best respond to

level-(k–1) players.

Rational players have existing beliefs regarding successful group cooperation. Based

on what a rational individual observes in each period, he updates his beliefs about other

players in his group. We assume that attempting coordination has a cost. The lower the

stake at the start of a game, the "cheaper" it is for players to coordinate and the stronger

their beliefs are that others will contribute to the common pool. Therefore, the lower the

stake at the start of a game, the higher the success rate of group coordination is at the

start of a game.26 When groups successfully coordinate at a given stake level, players get to

reinforce their beliefs about the likelihood that others will contribute at the same stake

level. Alternatively, cooperation failure at a given stake level causes players to doubt that

other players in their assigned group will contribute later at the same or a higher stake

level.

When stakes increase in two consecutive game periods, successful coordination at

the low stakes may not influence each player’s posterior beliefs regarding other people's

actions at the high-stake levels. In other words, successful group coordination at a low-

stake level may not necessarily imply successful coordination at a high-stake level.

25 The definition of L0 players varies in the literature, as we detail in Appendix C. However, our theoretical

results hold under various definitions. We allow L0 players to make mistakes, and we assume that the belief

updating process of L1 players about L0 players’ actions follows a standard Bayesian rule. 26 We assume risk-averse preferences and a weakest-link payoff structure.

17

Several key predictions emerge from our model (supporting details and proofs can

be found in Appendix C):

• Proposition 1. The lower the 1S (stake at t = 1), the higher the probability that

the coordination at t = 1 will succeed.

• Proposition 2. When players are informed about the number (m) of contributors

at t with a stake tS , the larger the m, the higher the probability that the

coordination at t + 1 will succeed if 1t tS S+ = .

• Proposition 3. No matter whether a group succeeds or fails at t with a stake tS ,

the lower the 1( )t tS S+ ≥ , the (weakly) higher the probability that the coordination

at t + 1 will succeed.

Coordination outcomes in the first stage of the game enable players to form beliefs about

other group members and how likely these other players are to cooperate. Based on his

observations, each player will likely form his own beliefs about properties of the general

18

population regarding cooperative tendency. The first stage of the game could influence how

members play in the second stage.27

Because the Gradualism treatment may promote more group coordination (relative

to other treatment groups) in the first game stage, we propose that conditional on being

placed in the Gradualism treatment during the first stage, players will cooperate more

(relative to players in other treatment groups) in the game’s second stage. Proposition 4

summarizes this prediction.

• Proposition 4: Conditional on being in the Gradualism treatment group in the

first stage, players will contribute more (relative to players in other treatment

groups) in the first period of Stage 2. The higher success rate of Gradualism

treatment (relative to other treatment groups) at the end of Stage 1 drives this

result.

4 Setting, Experimental Design, and Data

4.1 Participants and Payoff Structure

We conducted the lab experiment at Renmin University of China in Beijing,

China, in July 2010 with 256 subjects recruited via the Bulletin Board System and

27 Other studies provide evidence that history can influence subsequent behavior. In a two-stage trust game,

Bohnet and Huck (2004) find that once players get to experience a cooperative environment in the first stage

of a game, they become more trusting (of others) in a new environment in the second stage.

19

posters.28 The majority of subjects were students from Renmin University and universities

nearby. Appendix Table A.2 provides basic summary characteristics of the subject pool:

The average age was 22 years old, 91 percent were college or graduate students, 41 percent

were male, 12 percent majored in economics, 16 percent majored in other social sciences,

27 percent majored in business, and the remaining 45 percent majored in other disciplines.

The subjects’ individual annual income range for 2009 was 5,000 to 10,000 yuan

(approximately U.S. $620 to $1254).

The experiment consisted of 18 sessions, all computerized using the z-Tree software

package (Fischbacher, 2007). Both the instructions and the game information shown on

the computer screen were in Mandarin. In each session, we randomly assigned subjects to

groups of four; 29 our sample consisted of 64 groups in total.

Players earned, as outlined earlier, according to function (1) in each period,

conditional on each player's action. The final total payment to each player equaled the

sum of each period's earnings plus a show-up fee. The exchange rate was 40 points per

yuan.30 Each subject earned approximately 21 to 22 yuan (around U.S. $3 to $4) including

the show-up fee, for the whole experiment, which covered ordinary meals for 1 to 2 days

on campus.

28We conducted a minimum-effort coordination game. Specifically, it was a multi-period stag hunt game due to

the binary choice featured in each period. 29 In coordination games, four is usually a small or moderate group size. Croson and Marks (2000) demonstrate

via a meta-analysis study that in public goods games, group sizes are most often four, five, and seven. 30 The yuan/$U.S.dollar exchange rate was ≈ 6.7.

20

4.2 Treatment Assignments

Our experiment comprised four treatment groups: (1) Big Bang, (2) Semi-

Gradualism, (3) Gradualism, and (4) a variant of the Big Bang treatment, which we call

the High Show-up Fee treatment. All groups in the three main treatments faced the same

stake in the second half (Periods 7 to 12) of the first stage, but stake paths differed for

each treatment group in the first half (Periods 1 to 6). The first half of the experiment

featured different stake paths for each treatment group. The different stake paths

concerned us because high stakes could potentially lead to an income effect, due to

potential earnings differences, for subjects in higher-stakes treatment groups. To isolate

the income effect on participants' contribution from the effect of the three main

treatments in the second half of the first stage, we introduced the High Show-up Fee

treatment, which as mentioned is a variant of the Big Bang treatment. We describe the

High Show-up Fee treatment in more detail in a later section.31 In 8 of the 18 sessions, we

randomly assigned 12 subjects into the three main treatments; in the remaining 10

sessions, we randomly assigned 16 subjects into the four treatments (three main

treatments and one supplementary treatment). In total, we had 18, 18, 18, and 10 groups

in Big Bang, Semi-Gradualism, Gradualism, and High Show-up Fee treatments,

respectively.

31 Experimental studies usually adopt a random period for payment to address the income effect concern. We

did not follow that precedent because we were worried that a random period income provision could make

some subjects less serious in playing the game, and we also wanted to capture how big the income effect was.

21

Appendix Table A.3 displays randomization tests for balancing on observables

across treatment groups. The default category is the Gradualism treatment. The

regressions in Appendix Table A.3 exhibit results without other control variables.32 Only

four characteristics exhibit statistically significant differences across treatment groups.33

Overall, the treatment group characteristics are balanced along most background

characteristics.

Figure 1 shows the game stakes over the 12 periods in the first stage. For the Big

Bang treatment, the stakes were always kept at the highest level (e.g., 14 for 16 sessions

and 12 for two sessions34). For the Semi-Gradualism treatment, we set the stakes at 2 for

the first six periods and then we set them at the highest stake for the next six periods.

Finally, for the Gradualism treatment, we increased the stakes gradually from 2 to 12 with

a jump of 2 for the first six periods, and we kept them fixed at the highest stake for the

next six periods. The show-up fee provided to each individual for these three treatments

was 400 points. The High Show-up Fee treatment was 480 points instead of 400 points.

The extra 80 points sufficiently captured the potential earnings difference accumulated

over Periods 1 through 6; thus, this treatment enabled us to isolate the effect generated by

32 Therefore the constant term indicates the mean value of dependent variables for the Gradualism treatment. 33 Subjects in the Semi-Gradualism group reported higher family economic status than that for the other

treatment groups; Big Bang and High Show-up Fee group members report higher risk aversion indexes than

that of subjects in other treatment groups, and subjects in the Big Bang treatment group are more likely to be

students than subjects in the other treatment groups. 34 We calibrated the highest stake level using 12 and 14, and finally opted for 14 in most sessions. To make full

use of the samples, we pool all 18 sessions together in our analysis.

22

an income effect by comparing the High Show-up Fee to the Big Bang treatment (we

discuss this in detail in Section 5).

When subjects entered the second stage of the game, they were randomly

reshuffled into groups of four. New group members did not necessarily come from the same

treatment group as the first stage; however, we made it clear to all players that new group

members could potentially come from a different treatment group. Within the second stage

of the game, group compositions were fixed, and stakes were all set at the highest stake for

all periods and all groups (i.e., those in different treatment groups in the first stage faced

the same stake in each period of the second stage).

At the start of the second stage, we notified each player that he or she would enter

a new random group. At the end of each stage, we notified each player how many points

he or she had accumulated to date. We asked subjects to complete a brief survey that

collected information on age, gender, nationality, educational level, concentration at

school, working status, income, and risk preferences over various lotteries (see Appendix

B).

5 Results: Impact of Gradualism on Coordination

This section presents our baseline estimates on coordination outcomes. We begin

by focusing our analysis on the following three outcome variables per period: (1) whether a

23

group coordinates successfully or not, (2) whether an individual contributes or not, and (3)

each individual’s net payoff.

5.1 First Stage Result Highlights

We examine outcomes in Periods 7 through 12 of the first stage, when all

treatment categories faced the same high stake.

Main Result 1: The Gradualism treatment recipients significantly

outperformed those receiving alternative treatments, showing that when

groups start at low stakes and face gradual increases, they coordinate more

successfully and they earn more in the high-stake periods (than those in other

treatments).

Figure 2 shows the success rate by treatment. In Period 7, 66.7 percent of

Gradualism groups coordinated successfully (i.e., all four group members contributed),

whereas success rates for the Big Bang, Semi-Gradualism, and High Show-up Fee groups

are only 16.7, 33.3, and 30 percent, respectively. Figure 2 illustrates that success rates for

treatment groups remained stable from Periods 7 to 12. Differences in average success

rates between the Gradualism treatment and Bing Bang, Semi-Gradualism, and High

24

Show-up Fee treatments are all statistically significant.35 This finding is consistent with

Propositions 1–3.

Notes: A group is successful if all four members contribute the stake in that period.

Figure 3 shows average individual earning by treatment. The Big Bang and High

Show-up Fee groups have higher earnings potentials (i.e., higher stakes) from Periods 1 to

6. Yet, on average, individuals in the Big Bang and High Show-up Fee treatments earned

less than individuals in the Gradualism treatment due to the high success rates in the

Gradualism treatment; the Semi-Gradualism groups earned less than the Gradualism

35 The Wilcoxon-Mann-Whitney test: p <0.01, p = 0.06, and p = 0.09, respectively; observations are at the

group level, as coordination success is a group-level outcome.

Figure 2: Success Rates of Groups by Treatment and Period in the First

Stage

25

treatment groups from Periods 2 to 6. These payoff differences persisted from Periods 7 to

12, when all treatment groups experienced the same high stakes. Differences in cumulative

individual earnings over Periods 7 to 12 between the Gradualism, on one hand, and Big

Bang, Semi-Gradualism, and High Show-up Fee treatments, on the other hand, are all

highly statistically significant.36

Figure 3: Average First Stage Individual Earning by Treatment

36 The Wilcoxon-Mann-Whitney test for Period 7: p < 0.0001, p < 0.0001, and p = 0.02; observations are at

the individual level.

1520

2530

Ave

rage

Indi

vidu

al E

arni

ng in

the

Firs

t Sta

ge (

poin

ts)

0 5 10 15Period

BigBang SemiGradualismGradualism HighShowupFee

26

To address the potential "income effect"37 for performance outcomes from Periods 7

to 12, we summarize individual payoffs through Period 6 (i.e., payoff accumulated from

Period 1 to 6, not including the show-up fee) for each treatment group in Figure 3. On

average, subjects in the Gradualism treatment group earned the most through the first six

periods: the average (median) yield by Period 6 was 112.42 (106) for the Big Bang

treatment, 126.31 (130) for the Semi-Gradualism treatment, and 143.94 (162) for the

Gradualism treatment. However, the differences in means (and medians) are dramatically

smaller than 80 points (the difference in show-up fee between the High Show-up Fee

treatment and the other three treatments). This result demonstrates that a show-up fee

difference of 80 points between the Big Bang and High Show-up Fee treatments is large

enough to capture the potential income differences at the start of Period 7 between Big

Bang, Semi-Gradualism, and Gradualism treatments. In fact, even when we added the

show-up fee, subjects in the Gradualism treatment group earned less, on average, than

subjects in the High Show-up Fee treatment group by the end of Period 6. Because the

Gradualism treatment results in better performance than the High Show-up Fee treatment

from Periods 7 through 12 in Stage 1, an income effect from the first six periods could not

account for the difference in performance in subsequent periods.38

37 For instance, individuals treated in the Gradualism treatment may earn more from Periods 1–6, so they are

more likely to contribute in Periods 7–12. 38 Individual wealth levels (in the real world) may influence individual decisions in the lab. However, because

we randomize subjects into treatment groups, the randomization design balances wealth levels (outside of the

lab) across treatment groups.

27

Table 1: Summary of Treatments in the First Stage

Treatment Big Bang Semi-Gradualism Gradualism High Show-up Fee

Endowment in each period 20 20 20 20

Show-up Fee (points) 400 400 400 480

Exchange Rate 40 40 40 40

Stake in Period 1 (points) 14 2 2 14

Stake in Period 6 (points) 14 2 12 14

Stake in Period 7–12 14 14 14 14

Number of groups 18 18 18 10

Number of subjects 72 72 72 40

Average earnings up to

period 6 (points; excluding

show-up fee)

112.42 126.31 143.94 127.35

Median earnings up to

period 6 (points; excluding

show-up fee)

106 130 162 106

Treatment

28

5.2 Coordination Dynamics in the First Stage

To identify why the Gradualism treatment group performs best in Periods 7 to 12,

we examine the coordination dynamics in Figure 2, Figure 4, and Appendix Figure A.1.

Pattern 1: The lower the stake size, the higher the average contribution

and success rates in Period 1.

Figure 4 displays contribution rates for Period 1. The average contribution rate is

above 90 percent for Semi-Gradualism and Gradualism treatments with a low stake, which

is higher than the contribution rate of 60 percent for Big Bang and High Show-up Fee

treatments with a high stake.40

40 The Wilcoxon-Mann-Whitney test between these two categories: p < 0.0001; observations are at the

individual level.

29

Figure 4: Contribution Rate by Treatment and Period in the First Stage

Figure 2 exhibits success rates and outlines stark differences across treatment

groups. Over two-thirds of the Semi-Gradualism and Gradualism groups coordinate

successfully at the low initial stake, whereas only 16.6 percent (or 30 percent) of the Big

Bang (or High Show-up Fee) groups succeed at the high initial stake.41 A weakest-link

structure requires that all four group members contribute at the same time to make the

coordination a success.42 We detect no statistically significant difference in success rates

between Big Bang and High Show-up Fee treatments, ruling out a potential income effect.

Pattern 1 is consistent with Proposition 1 in Appendix C.

41 The Wilcoxon-Mann-Whitney test between these two categories: p < 0.0001; observations are at the group

level. 42 Assuming the probability of contributing is independent across members in a group (which is plausible in

Period 1 because players are randomly assigned to groups and have not interacted with each other), the

success rate should be the biquadrate of the contribution rate. As long as the contribution rates are high

enough, the difference in the success rate exceeds that in the contribution rate.

.2.4

.6.8

1C

ontr

ibut

ion

Rat

e in

the

Firs

t Sta

ge

0 5 10 15Period

BigBang SemiGradualismGradualism HighShowupFee

30

Pattern 2: Conditional on having failed coordination in period t, most

groups fail at the same or a higher stake in period t + 1.

Appendix Figure A.1 details coordination for groups across periods by treatment

type. A group in a given period succeeds in cooperating if and only if the number of

contributors (i.e., the vertical axis) equals four. Appendix Figure A.1 shows that once a

group fails to coordinate, it rarely becomes successful thereafter.43 This pattern is likely

due to players obtaining limited information regarding the group outcome each period:

Each member does not know how many group members contribute or not.44 This finding is

consistent with Weber et al. (2001) and Weber (2006).45

Pattern 3: Conditional on successfully coordinating in period t, most

groups succeed at the same or a slightly higher stake in period t + 1.

However, few groups remain successful with a much higher stake in period t +

1.

43 Only six exceptions (one Big Bang group: group no.101; five Semi-Gradualism groups: groups no. 112, 132,

142, 172, 182) out of 64 groups exist. 44 Berninghaus and Ehrhart (2001), and Brandts and Cooper (2006a) find perfect information feedback

improves coordination. 45 Weber (2001, 2006) find that once groups reach an inefficient outcome, they are unable subsequently to

reach a more efficient outcome. However, changing incentives can improve subsequent coordination

(Berninghaus & Ehrhart, 1998; Bornstein, Gneezy & Nagel, 2002; Brandts & Cooper, 2006b).

31

A group remains successful in coordinating46 once its group members successfully

coordinate. Conditional on successful coordination in Period 1, groups in the Big Bang,

Gradualism, and High Show-up Fee treatment groups usually remain successful in

subsequent periods. Groups in the Big Bang and High Show-up Fee treatment groups

exhibit lower success rates in Period 1 than groups in the Gradualism treatment groups

and therefore, on average, they perform worse than groups in Gradualism treatment

groups at a high-stake level.

We note a large gap in success rates between groups in the Gradualism treatment

group and those in the Semi-Gradualism treatment group in Period 7.47 Both treatments

exhibit success rates of approximately 70 percent for the first six periods. However, the

success rate of groups in the Semi-Gradualism treatment falls to 33.3 percent in Period 7,

whereas that of groups in the Gradualism treatment remains at 66.7 percent.48 The success

rates remain constant across time except for a drop from Period 6 to 7 for groups in the

Semi-Gradualism treatment. Patterns 2 and 3 are consistent with Propositions 2 and 3 in

Appendix C.

Pattern 4: The overall decrease in contribution rates can be attributed

to groups failing to reach cooperation across periods; the decrease for the

46 Appendix Figure A.1 shows that there are only seven exceptions (one Big Bang group: group no.101; four

Semi-Gradualism groups: nos. 82, 112, 132, 142); and two Gradualism groups: nos. 33 and 173). 47 When the stake jumps from 2 to 14 for the latter treatment. 48 The Wilcoxon-Mann-Whitney test between these two treatments in period 7: p<0.05; observations are at the

group level.

32

Semi-Gradualism treatment from Period 6 to Period 7 can be attributed to the

groups that fail to cooperate in Period 7 but that had been previously

successful in Period 6.

Figure 4 displays the general downward pattern of the contribution rate. The

decline in contribution rate does not translate to a decrease in success rate,49 suggesting

that individuals who give up contributing are mostly from previously failing groups,

whereas members in successful groups keep contributing. This finding is consistent with

Proposition 2 in Appendix C.50, 51

When we compare the difference between the contribution rate and the success rate

by treatment type, we find that differences in the latter are more pronounced (as Pattern

1 suggests), due to the success rate requirement that all four members contribute at the

same time.

5.3 Second Stage Result Highlights

49 Except for the Semi-Gradualism treatment from Period 6 to 7. 50 However, for the Semi-Gradualism treatment, a moderate 15 percentage-point decrease in the contribution

rate from Period 6 to Period 7 translates to a sharp 40 percentage-point drop in the success rate, suggesting

that a large portion of individuals who give up contributing in Period 7 come from previously successful

groups: An unanticipated big jump in the stake makes some subjects in previously successful groups unwilling

to continue contributing. Previously established coordination established at low-stake periods gets sabotaged

even if only one of the four groups members stops contributing. 51 Appendix Figure A.1 confirms this: Among the eight Semi-Gradualism groups in which the number of

contributors decreases from Period 6 to 7, seven groups (groups no. 32, 52, 112, 142, 172 and 182) are

successful in Period 6 but fail in Period 7 due to one or two “betrayers” in each group, while only one group

(group no. 82) already fails in Period 6.

33

In Table 2, we examine whether the treatment type in the first stage influences

individual behavior and outcomes in the second stage when subjects are placed in a new

group. Note that everyone knows that the new group members may have been exposed to

other stake paths in the first stage (but they do not know the exact stake paths).

34

Table 2: Contribution and Earnings in Each Period of the Second Stage by Treatment

Period 1 (of Second Stage) Period 2 (of

Second Stage)

Whole

Second Stage

Contribution Contribution Contribution Success Earning Contribution Contribution

(1) (2) (3) (4) (5) (6) (7)

Gradualism 0.122** -0.002 0.002 -1.540 -0.012 -0.006

(0.056) (0.053) (0.055) (1.551) (0.065) (0.047)

Success in previous

period

0.354*** 0.354***

(0.037) (0.041)

Constant 0.739*** 0.646*** 0.647*** 0.359*** 19.710*** 0.609*** 0.511***

(0.033) (0.037) (0.038) (0.063) (1.416) (0.046) (0.048)

Observations 256 256 256 256 256 256 2,048

R-squared 0.017 0.164 0.164 0.000 0.003 0.000 0.000

Notes: OLS regression results are reported; when the dependent variable is contribution or success (binary variables), probit regressions have similar results

(available upon request). The default category is three non-Gradualism treatments all together: Big Bang, Semi-Gradualism, and High Show-up Fee; when

we separate these three treatments, the results (available upon request) are similar and we do not detect significant differences among these three treatments.

Robust standard errors in parentheses. Standard errors are all clustered at group level. * significant at 10%; ** significant at 5%; *** significant at 1%.

35

Main Result 2: Individuals exposed to the Gradualism treatment in

Stage 1 are more likely to contribute in Stage 2 (with a new group) than

individuals who were previously exposed to any other treatment type.

Prediction 4 underpins the finding in Main Result 2. We pool all three non-

Gradualism treatments together (Big Bang, Semi-Gradualism, and High Show-up Fee) and

define them as the default category. Therefore, we interpret coefficients on the Gradualism

variable as the difference in contribution rate between the Gradualism treatment and the

other three treatments lumped together.52

As Column 1 shows, individuals in the Gradualism treatment group are 12.2

percentage points (86.1 vs. 73.9; p <0.05) more likely to contribute in the first period of

the second stage.53 We examine if treatment type in the first stage influences the likelihood

of contributing in the second stage. We estimate an OLS regression of the contribution

rate in the first period of Stage 2 on the coordination outcome from the last period of

Stage 1 in Column 2. The results confirm our hypothesis: For individuals who fail to

coordinate in the last period of the first stage, about two-thirds contribute in the first

period of Stage 2. All individuals who belong to a successful group in the last period of

52 When we separate the other three treatments, the results (available upon request) are similar, and we do not

detect significant differences among the other three treatments. 53 The contribution rates for subjects from each treatment are all much higher than those in the last period of

Stage 1, and close to those in the first period of Stage 1, which suggests a restart effect observed in the

literature (see Andreoni, 1988), although in our experiment the restart is anticipated and subjects enter a new

group in Stage 2.

36

Stage 1 contribute in the first period of Stage 2. The difference in the contribution rate in

Period 1 of Stage 2 by success type in the last period of Stage 1 is 35.4 percentage points

and highly statistically significant. In Column 3, we report results with a binary control for

the treatment type. The coefficient on the variable “Success in Previous Period” does not

change, although the coefficient for the treatment dummy becomes insignificant (as

compared with Column 1). This result suggests that the treatment regimen in the first

stage of the experiment influences the contribution rate of individuals once they enter the

first period of Stage 2, mostly through individuals belonging to a successful group in the

last period of Stage 1.

We note that the higher contribution rate of individuals exposed to Gradualism

treatment at the beginning of Stage 2 translates into neither a higher success rate (Column

4) nor higher average earnings (Column 5). On average, subjects in the Gradualism

treatment group earn 1.5 points less than subjects in other treatments (the difference is

statistically insignificant).

In addition, the decrease in contribution rate between Periods 1 and 2 (in the

second stage) for Gradualism subjects is faster than the decrease in contribution rate for

subjects in other treatment groups. The contribution rate of Gradualism subjects in Period

2 of the second stage becomes comparable to the contribution rate of subjects from other

treatment groups and remains comparable throughout Stage 2 (as Columns 6 and 7 show).

This convergence of behavior suggests a possible learning process: Individuals from the

37

Gradualism treatment group realize that their new group partners are not as cooperative

as the ones they partnered with in the first stage of the game, and therefore initial

Gradualism treatment subjects become less cooperative in subsequent periods than they

were in Stage 1 of the game. This learning behavior suggests a potential externality of

coordination building (or collapse) across different social groups.

6 Conclusion

This paper analyzes the effect of gradualism, defined as increasing the stake level

required for group coordination by steps, on successful group cooperation using data from

a randomized experiment in China.54 No previous study has identified what pattern of

successively and exogenously set threshold levels yields cooperation most successfully

among individuals.

Through a framed lab experiment, we find strong evidence that gradualism can

serve as a powerful mechanism for achieving socially optimal outcomes in group

coordination. We show that gradualism significantly outperforms alternative paths to

coordinated behavior. A striking result is that the Semi-Gradualism treatment fails, in

comparison to the Gradualism treatment, to foster high group coordination. That the

Gradualism treatment group outperforms other treatment group shows that starting at a

54 Although we acknowledge that cooperative behavior may relate to the Chinese context, Oosterbeek, Sloof,

and van de Kuilen (2004) find no geographic or country differences in responders’ behavior in trust games.

38

low stake level requirement for group coordination and slowly growing the stake size are

both important for coordination at a later stage and at a higher stake level.

We also find an externality of coordination building (or collapse) across treatment

groups: Individuals treated in the gradualism setting are more likely to cooperate upon

entering a new environment than those treated differently. However, this cooperative effect

is due to having been in the Gradualism treatment group previously, and it quickly

dissipates because the new group exhibits very low successful cooperation.

We note that we focus only on certain properties of what we call gradualism.

Future studies can improve and extend this study in various ways: allowing

communication, adopting a non-weakest-link payoff structure (e.g., allowing free-riding),

changing the group size and the highest stake level, and adopting a different information

structure and a more complex dynamic path of stakes, are all important dimensions that

could enhance our understanding of how these features influence cooperative behavior. An

interesting future research contribution could examine whether gradualism helps rebuild

coordination once it has collapsed; whether an end-of-game effect55 exists, and whether

such an effect enhances the role of gradualism for groups attempting to coordinate

successfully.

55 The end-of-game effect is the phenomenon of individuals interacting in a finite rounds contribution game

who often start out by contributing substantial amounts that decline as the number of rounds increases,

reaching their minimum toward the end of the game.

39

Compared to previous studies on coordination games, we highlight a case in which

limiting individual choices can improve social welfare. Previous studies on coordination

games generally feature a complex payoff structure in which each individual has as many

as seven choices for actions in each period. These studies' findings highlight that after

several periods, groups reach an inefficient outcome. Thereafter, groups in these studies

remain trapped in this state of low cooperation.

This study makes two important contributions. First, the paper contributes to the

coordination literature by examining how stake path dependence, as opposed to another

contextual factor, fosters successful group coordination. Second, the paper provides

evidence on how to foster group coordination in a context in which a social planner does

not know how to structure optimal incentives for each player.

As we suggest in this study, if a social planner limits subject choices in each period

(but without mandatory or semi-mandatory institutions, such as sanction and social

pressure), and designs an appropriate institutional threshold path, he can induce subjects

to reach a socially optimal outcome.56 However, our studies cannot address the issue of

56 In the Gradualism treatment of our experiment, we limit the number of choices in each period to two (i.e.,

each player gets to choose if he wishes to contribute the exact stake point in each period or not to contribute).

Because our experiment involves interactions with other players and therefore generating more obvious

externality of own action on others, it should not be surprising that limiting individual choices is good for

social welfare. What is worth noting in our findings, however, is that individuals are still free to choose

between two options in each period (i.e., they are not forced to cooperate), and no sanction, punishment, or

social pressure exists.

40

what constitutes an optimal path to attain a long-run objective, a research question that

future studies could address.

The results in this paper may have policy implications that go beyond the

particular case of building coordination within small groups. Because we quantify large

positive effects of gradualism on successful coordination, our results can be used to inform

policies on how to promote coordination among individuals, organizations, regions, and

countries.

41

Appendix A: Supplemental Data

Figures

Figure A.1: All Group Coordination Results for Each Treatment

A: “Big Bang” Groups (each subgraph indicates a “Big Bang” group)

01

23

40

12

34

01

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34

1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9 101112

1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9 101112

1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9 101112

1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112

11 21 31 41 51

61 71 81 91 101

111 121 131 141 151

161 171 181

Num

ber

of C

ontr

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for

Eac

h G

roup

Graphs by Group

42

B: “Semi-gradualism” Groups (each subgraph indicates a “Semi-gradualism” group)

C: “Gradualism” Groups (each subgraph indicates a “Gradualism” group)

01

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12 22 32 42 52

62 72 82 92 102

112 122 132 142 152

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34

1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9 101112

1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9 101112

1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9 101112

1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112

13 23 33 43 53

63 73 83 93 103

113 123 133 143 153

163 173 183

Num

ber

of C

ontr

ibut

ors

for

Eac

h G

roup

Graphs by Group

43

D: “High Show-up Fee” Groups (each subgraph indicates a “High Show-up Fee” group)

Notes: For each group in each subgraph, the horizontal axis indicates the period, and the vertical axis

indicates the number of contributors. The coordination is successful if and only if all four members contribute.

Each group is identified by a code above its subgraph in the following way: the lowest digit indicates the

treatment type (1=“Big Bang,” 2=“Semi-gradualism,” 3=“Gradualism,” 4=“High Show-up Fee”); the highest

one or two digits indicate the session number (1-18).

01

23

40

12

34

01

23

41 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9 101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112

1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9 101112 1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9101112

1 2 3 4 5 6 7 8 9101112 1 2 3 4 5 6 7 8 9 101112

14 24 74 84

134 144 154 164

174 184

Num

ber

of C

ontr

ibut

ors

for

Eac

h G

roup

Graphs by Group

44

Tables

Table A.1: Generic Stag Hunt

Stag Hare

Stag A, a C, b

Hare B, c D, d

45

Table A.2: Summary Statistics of Subjects’ Survey Information

Variable Mean S.D. Observations

(1) (2) (3)

Age 22.05 3.25 255

Male 0.41 0.49 255

Income 1.32 1.38 255

Family Income 5.63 2.69 189

Family Economic Status 2.60 0.74 254

Risk Aversion Index 4.47 1.80 250

Han nationality 0.91 0.29 255

Student 0.91 0.29 255

Field of Study:

Economics 0.12 0.33 241

Other Social Sciences 0.16 0.37 241

Business 0.27 0.45 241

Humanity 0.12 0.33 241

Science 0.15 0.35 241

Engineering 0.17 0.38 241

Medical/Health 0.01 0.09 241

Notes: Income is a scale variable from 0 to 13, with higher value indicating higher income (0: no income; 1: annual

income<5000 yuan; 13: annual income>160,000 yuan). Family income is a scale variable from 1 to 12, with a higher value

indicating a higher income (1: annual income<5000 yuan; 12: annual income>200,000 yuan). Family economic status is

coded in the following way: 1 (lower), 2 (lower middle), 3 (middle), 4 (upper middle), 5 (upper). Risk aversion index is a

scale from 0 to 10, with a higher value approximately indicating higher risk aversion, and is measured as the number of

lottery A chosen by the subject in our questionnaire.

46

Table A.3: Comparison of Subjects' Characteristics by Treatment

Dependent Variable

Age Male Income Family

Economic

Status

Risk

Aversion

Index

Han

Nationality

Student Economics

Major

Business

Major

(1) (2) (3) (4) (5) (6) (7) (8) (9)

BING BANG -0.306 -0.042 -0.125 -0.083 0.474* 0.028 0.083* 0.026 0.006

(0.612) (0.081) (0.241) (0.123) (0.279) (0.046) (0.046) (0.056) (0.078)

SEMI-GRADUALISM -0.278 0.076 -0.360 0.217* 0.424 0.013 0.055 -0.000 0.030

(0.627) (0.083) (0.236) (0.128) (0.295) (0.048) (0.050) (0.053) (0.080)

HIGH SHOW-UP -0.111 0.086 0.056 -0.197 0.795*** -0.028 -0.050 0.053 -0.126

(0.695) (0.098) (0.336) (0.146) (0.399) (0.063) (0.072) (0.071) (0.081)

CONSTANT 22.236*** 0.389*** 1.444*** 2.597*** 4.097*** 0.903*** 0.875*** 0.104*** 0.284***

(0.547) (0.058) (0.204) (0.094) (0.197) (0.035) (0.039) (0.038) (0.056)

Observations 255 255 255 254 250 255 255 241 241

R-squared 0.00 0.01 0.01 0.04 0.02 0.00 0.03 0.00 0.01

Notes: The default treatment is "Gradualism." Robust standard errors in parenthesis. *significant at 10%; **significant at 5%; ***significant at 1%.

47

Appendix B: Experimental Instructions and Post-

Experimental Survey

The study is conducted anonymously. Each subject will be identified only by a code

number. No communication is allowed. The experiment will last from 30 minutes to

approximately one hour. If anything in the instructions is unclear to you, please raise your

hand.

Overall Study Structure

This study will consist of two independent stages. Before each stage begins, you will

receive instructions on the screen. In each stage, you play in a group of 4 members

(including yourself). In each stage, the group members will be randomly selected and will

NOT change during that stage. However, groups will be reshuffled after the first stage.

Rules for Each Period

Please note that the study consists of two stages. Each stage comprises a fixed number of

periods.

In each period, you will be given a monetary endowment of 20 points. You will be asked to

decide whether to contribute or not a pre-defined number of points to a group pool. The

pre-defined number of points may (or may not) change for each period. In each period, you

can decide whether to contribute or not the exact number of points. However, you will not

be allowed to contribute another number of points. You will not know the contribution

choice made by any member of your group. At the end of each period, you will only know

whether all group members (including yourself) decided to contribute the pre-defined

48

number of points. However, if some group members do not contribute the pre-defined

number of points, you will not know who or how many group members decided not to

contribute.

If all four members of your group contribute the number of points, you will receive twice

the number of points back. In other words, you will have a net payout equal to what you

contribute, if you decide to contribute. But if any group members decide not to contribute,

you will NOT get any points back. If any group members do not contribute, you will lose

the number of points you decide to contribute and you will end up only with the points

you do not contribute towards the common pool.

In summary, your net payout will depend on three scenarios:

• Scenario 1: If all four members contribute the stated number of points, then you

earn: 20 points+ (the pre-defined number of points)

• Scenario 2: If you contribute, but at least one other group member decides not to

contribute the pre-defined number of points other, then you earn: 20 points –

(the pre-defined number of points)

• Scenario 3: If you do not contribute, regardless of the contribution choice of other

members, then you earn: 20 points

There is a possible fourth scenario similar to Scenario 3:

Scenario 4: If all four members do not contribute the pre-defined number of points, then

you earn 20 points (each member will also earn 20 points)

Examples

49

We provide some possible example to further clarify the game structure.

Example 1: You are asked to contribute 10 points. You contribute 10 points, and all other

group members also contribute 10 points. As a result, in this period each group member

earns 20 points +10 points = 30 points.

Example 2: You are asked to contribute 10 points. You contribute 10 points. Two group

members also contribute 10 points, but the fourth group member does not contribute. In

this period, each of you and the other two members earns 20-10=10 points, while the last

member earns 20 points.

Example 3: You are asked to contribute 10 points. You decide not to contribute. However,

all other three group members contribute 10 points each. At the end of this period, you

will earn 20 points. Each of the three other members who decided to contribute will earn

20 points – 10 points =10 points.

To make sure you understand the game rules, we will quiz understanding with some

question. You will be allowed to start the experiment only after you answer all quiz

questions correctly.

Study Payment

Your final payment for this study has two components. The first component is a show-up

fee of approximately 400 points.57 The second component is a performance payment (i.e.,

57 For the eight sessions without the “High Show-up Fee” treatment, we state “a show-up fee of exactly 400

points.”

50

the cumulative sum of all your earnings from all periods in the game.) The conversion rate

is 40 points = ¥1.00. All study payments will be made in cash.

At the end of the study, you will be asked to fill out a simple questionnaire. Upon the

completion of the questionnaire, you can collect your earnings. To do so, please present

your code number to the study coordinator. Your study payment will be in an envelope

marked with your study code number.

51

Risk Aversion Questionnaire

Your code___ ______

In the table below, you are presented with a choice between two lotteries, lottery A and a lottery B.

Here is how you should read the table below: the first row of the table indicates that lottery A offers a 10% chance of receiving

¥20.00 and a 90% chance of receiving ¥16.00. Similarly, lottery B offers a 10% chance of receiving ¥38.50 and a 90% chance of

¥1.00.

You are asked to indicate your choice, between lottery A and lottery B, in the third column of the table column. Simply indicate

which lottery you prefer, if given the choice? In the third table column, simply mark A or B (for each row).

52

Lottery A Lottery B Your Choice

Probability (¥20.00) Probability (¥16.00) Probability (¥38.50) Probability (¥1.00)

0.1 ¥20.00 0.9 ¥16.00 0.1 ¥38.50 0.9 ¥1.00

0.2 ¥20.00 0.8 ¥16.00 0.2 ¥38.50 0.8 ¥1.00

0.3 ¥20.00 0.7 ¥16.00 0.3 ¥38.50 0.7 ¥1.00

0.4 ¥20.00 0.6 ¥16.00 0.4 ¥38.50 0.6 ¥1.00

0.5 ¥20.00 0.5 ¥16.00 0.5 ¥38.50 0.5 ¥1.00

0.6 ¥20.00 0.4 ¥16.00 0.6 ¥38.50 0.4 ¥1.00

0.7 ¥20.00 0.3 ¥16.00 0.7 ¥38.50 0.3 ¥1.00

0.8 ¥20.00 0.2 ¥16.00 0.8 ¥38.50 0.2 ¥1.00

0.9 ¥20.00 0.1 ¥16.00 0.9 ¥38.50 0.1 ¥1.00

1 ¥20.00 0 ¥16.00 1 ¥38.50 0 ¥1.00

53

Appendix C: A Model of Belief-based Learning with

Level-k Thinking in Weakest-link Coordination

We explore the conceptual role belief-based learning in the gradualism game. However, we

do not rule out other potential models that could explain our experimental results.

The main features of our model are belief-based learning, level-k thinking, myopia, and

standard self-interest preference with risk aversion. These features allow us to focus on the

belief updating process.

We assume myopia for two reasons. First, myopia is often assumed in models of:

reinforcement learning (e.g., Roth & Erev, 1995), belief-based learning (e.g., Fudenberg &

Levine, 1998), experience-weighted attraction learning (e.g., Camerer & Ho, 1999), and

adaptive dynamics (e.g., Crawford, 1995; Van Huyck et al., 1997; Weber, 2006). Second,

by assuming myopia, we can focus on belief updating as the key feature influencing the

individual decision to cooperate.

In this model, we assume N periods. In each period, a group of I players gets to interact

towards a coordination task. Each player has to choose either to participate (i.e.,

cooperate, “C”) or not to participate (i.e., deviate, “D”). Each person has an initial point

endowment E.

Each coordination task has a pre-determined stake, ( 0)t tS S > during each game period.

During each period, players are asked to contribute the period’s stake level. The stake

level may vary across game periods. In each period, each player has to choose whether to

contribute zero or to contribute exactly tS (no other contribution amount is allowed).

We adopt a minimum-effort (also referred to as “weakest-link”) payoff structure. With a

minimum-effort payoff structure, the value of the project output for everyone is tSα (

1α > ) if all I players contribute tS , and zero otherwise. Therefore, for each player i (in

period t) player payoff is as follows:

54

=≠∃=−=

≠∀==−+=

DAtsijandCAifSE

DAifE

ijCAandCAifSE

Earnings

tjtit

ti

tjtit

it

,,

,

,,

..,

,)1(α

Each player does not know other players’ actions when he or she makes a contribution

decision. At the end of each period, however all players are told whether all members in

the group have contributed the pre-defined stake in that period.

The essential feature in this model is level-k thinking. Central to the model is the

assumption that level-0 players are non-strategic while level-1 players best respond to

level-0 players, level-2 players best respond to level-1 players and so on. Generally, level-k

players best respond to level-(k-1) players for any 1k ≥ (e.g., Costa-Gomes et al., 2001;

Costa-Gomes & Crawford, 2006; Costa-Gomes et al., 2009). A level-k player views all his

opponents as level-(k-1) players.58,59

We assume that a level-0 player has a constant “willingness-to-contribute”, the amount he

would have liked to contribute towards to the common pool had there not been a binary

constraint (set by the stake level for each player’s decision in each period).60 Qualitative

interviews conducted upon completion of the study reveal that some players do adopt such

a rule (e.g., some individuals indicated that they would contribute towards the common

pool “as long as the period stake is 8 points, or 10 points, 12 points or pre-determined

number of points in their mind, etc.”)

The definition of a level-0 player varies in the empirical literature: some studies assume

level-0 players randomize over available actions, while other studies assume that level-0

players play according to some constant. In an auction game, Crawford and Iriberri (2007)

allow the coexistence of these two types of level-0 players, namely, random level-0 players

58 For example, a level-1 player views all his opponents as level-0 players; A level-2 player views all his

opponents as level-1 players. 59 In cognitive hierarchy models (e.g., Camerer et al., 2004), level-2 players best respond not to level-1 players

alone but to a mixture of level-0 and level-1 players. The difference in defining what level-k players best

respond to will not affect our general theoretical predictions (Propositions 1-3). 60 The assumption that each player has a constant “willingness-to-contribute” is a natural extension to a case

where each player has a continuously defined “willingness-to-contribute”.

55

and truthful level-0 players, respectively.61, 62 Differences in the definition of what

constitutes a level-0 player do not influence our theoretical predictions.

From the standpoint of a level-0 player the decision to contribute is based on the following

rule: if his willingness-to-contribute is larger than or equal to the period stake (“high type”

contributor), then he intends to contribute; otherwise he does not contribute (“low type”

contributor). Note that because stakes change across periods, this particular definition of

“high” and “low” types only applies to a given period.63

Because a player could make a mistake based on his or her decision rule, we introduce

some noise to level-0 players’ actions.64 With this caveat, a “high” contributes with a

probability of (1 ε− ) and does not contribute with a probability of ε .65 Similarly, a “low”

type contributes with a probability of η and he does not contribute with a probability of (

1 η− ).66 Because the “high” type is more likely to contribute than the “low” type, we

assume 1 ε η− > . We assume that level-1 players know (or believe) the decision rule of

level-0 players. Similarly, we assume that level-2 players know that level-1 players know

the decision rule of level-0 players. In general, we assume that higher level types know the

strategic rule of lower-level types and that lower-level types know and assume the same for

even lower-level types.

In this setup, a level-1 player adopts a prior belief about each level-0 player’s “willingness-

to-contribute” level. Each level-1 player chooses his or her best response according to his

61 In addition, the empirical literature provides no consensus exists on whether level-0 players really exist or are

just a convenient assumption on how level-1 players view other players. 62 There are two other ways to define level-0 players in our game: they are either driven by a random (rather

than a constant one) but continuously defined “willingness-to-contribute” and they decide to contribute (or

not) according to the comparison of its realization and the current stake, or they randomize over the binary

actions per se (as defined in Ho & Su, 2013 for centipede games). Under these alternative definitions, because

of the weakest-link payoff structure, level-1 players will intend to contribute as long as the stake is lower than

a critical value which depends on her risk attitude and her belief about the possibility that level-0 players will

contribute. Thus level-1 players behave like level-0 players defined in our original model, level-2 players behave

like level-1 players defined in our original model, and so on. This will not change our main theoretical

predictions. Detailed proofs are available upon request. 63 A “high” type for a given stake may not necessarily be a “high” type for a different-level stake. 64 This setup is similar to Fudenburg et al. (2011) on the experimental play of repeated prisoners’ dilemma

when intended actions are implemented with exogenous noises. By introducing errors by level-0 players, we

allow level-1 players to play “leniently”. In other words, they may not necessarily retaliate for the first

defection of others. This does not seem to matter for our main experimental results, but can help explain a few

cases when a group can switch between coordination failure and success. 65 Because ε is a probability of an event, 0<ε<1. 66 Because η is a probability of an event, 0<η<1.

56

or her belief regarding each level-0 player’s “willingness-to-contribute” level. After

observing each period’s outcome, each level-1 player updates his belief about the

“willingness-to-contribute” levels of level-0 players. Analogously, higher-level players

update their beliefs according to the same rule.

All I players are risk averse. A level-1 player i’s belief about a level-0 player j’s

willingness-to-contribute isijB , which follows a cumulative distribution function , ()i

j tF ,

j i≠ .

θt(St) denotes the “reserved probability of successful group coordination.” During a

period t, a level-1 (or any level-k player for 1k ≥ ) player i will contribute if and only if his

belief, regarding whether each of his group members67 will contribute, exceeds θt(St).

Assuming each player is risk averse, we can prove the following lemma:

Lemma 1. With θt(St) denoting the reserved probability of successful group coordination

between 0 and 1, the higher the stake, the higher the reserved probability of success (i.e.,

0 ( ) 1i tSθ< < , and ( ) / 0i t tS Sθ∂ ∂ > ).

Proof: Let 1 0β α= − > . Ui(·) represents person i’s utility function and because we

assume each person is risk averse, we know ' ''( ) 0, ( ) 0i iU x U x> < . iθ denotes the

minimum probability of success, which induces person i to contribute. Therefore, we

obtain ( ) ( ) (1 ) ( )i i i t i i tU E U E S U E Sθ β θ= + + − − .

Rearranging for θt, we obtain:

67A level-1 player views all his opponents as level-0 players; similarly, level-2 player views all his opponents as

level-1 players.

( ) ( )

( ) ( )i i t

i

i t i t

U E U E S

U E S U E Sθ

β− −

=+ − −

57

Partially differentiating with respect to St, we obtain:

From ' ( ) 0 ( ) ( ) ( ) ( ) 0 0 1i i t i t i i t iU x U E S U E S U E U E Sβ θ> ⇒ + − − > − − > ⇒ < <

We know that B>0. Therefore, for us to prove that ( ) / 0i t tS Sθ∂ ∂ > , we just need to show

that A>0.

From the above expression for A, we have:

' ' '

2

( )[ ( ) ( )] [ ( ) ( )][ ( ) ( )]/

[ ( ) ( )]

i t i t i t i i t i t i ti t

i t i t

U E S U E S U E S U E U E S U E S U E SS

U E S U E S

A

B

β β βθβ

− + − − − − − + + −∂ ∂ =

+ − −

' ' ' '

' '

' '

( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )

( ) ( ) ( ) ( )

( ) [ ( ) ( )] ( )[ ( ) ( )]

i t i t i t i t i i t i t i t

i i t i t i t

i t i t i i t i i t

A U E S U E S U E S U E S U E U E S U E S U E S

U E U E S U E S U E S

U E S U E S U E U E S U E U E S

β β β β β

β β β

= − + − − − − + + − +

− − + − −

= − + − − + − −

''

' ' ' '

( )( )( ) ( ) ( ) ( )0 (B.1)

( ) ( ) ( ) ( )

t

t

EE S

ii E Si t i i i t E

i t i t i t i t

U x dxU x dxU E S U E U E U E SA

U E S U E S U E S U E S

β

ββ β β β

+

−+ − − −> ⇐ > ⇐ >

+ − + −∫∫

58

Because (B.1) holds, A must be positive. Therefore, ( ) / 0i t tS Sθ∂ ∂ > .

Q.E.D.

Intuitively, the higher the pre-defined stake level for each game period, the more the

“reserved probability of success” that induces one to contribute jumps.

Assuming that player i’s beliefs about all his opponents’ types (i.e., “high or “low”) are

independently distributed, a level-1 player i, during period t, will contribute if and only if:

, ,[(1 ) (1 )] ( )i ij t j t i t

j i

s s Sε η θ≠

− + − ≥∏ (B.2)

Where , ,Pr ( ) 1 ( )i i ij t j t j t ts ob B S F S= ≥ = − is player i’s belief, during period t, that a

level-0 player j is a “high" type.

Proposition 1. The lower the 1S (i.e., the stake level at t=1), the higher the probability

that coordination at t=1 will succeed is.

'' ' '

' '

( ) 0 ( ) ( ) for all [ , ),

( ) ( ) for all ( , ].i i i t t

i i t t

U x U x U E S x E E S and

U x U E S x E S E

β β< ⇒ > + ∈ +< − ∈ −

' '

' '

''

' '

( ) ( )LHS of (B.1)

( ) ( )

( ) ( )RHS of (B.1)

( ) ( )

t

t

E S

i t t i tEt

i t i t

E

i tE S t i t

t

i t i t

U E S dx S U E SS

U E S U E S

U E S dx S U E SS

U E S U E S

ββ β β

β β β β

+

+ +> = =+ +

− −< = =− −

59

Proof:

Because ,1 1 ,1 1 1/ ( ) / 0i ij js S F S S∂ ∂ = −∂ ∂ ≤ , 1 0ε η− − > and , ,(1 ) (1 ) 0i i

j t j ts sε η− + − ≥ , we

obtain , , 1[(1 ) (1 )] / 0i ij t j t

j i

s s Sε η≠

∂ − + − ∂ ≤∏ .

However, 1 1( ) / 0i S Sθ∂ ∂ ≥ . According to (B.2) above, the lower the 1S is, the higher the

probability that the LHS of (B.2) will be larger than the RHS (i.e., the higher the

probability that a level-1 player i will contribute during period t=1.)

A given level-2 player k will contribute towards the common pool if and only if he believes

that the probability that all his opponents68 will contribute at least ( )k tSθ (i.e., his

“reserved probability of success.”)

A level-2 player knows the strategic rule that dictates the contribution rule for all level-1

players. Therefore, during period t=1, a level-2 player believes that the lower the 1S is, the

higher the probability that a level-1 player i will contribute towards the common pool.

Correspondingly, a level-k (k>2) player uses a similar rationale: the lower the 1S is, the

higher the probability that he will contribute during period t=1.

The probability that a given level-0 player j will contribute is

(1 )1( ) 1( )j t j tB S B Sε η− ≥ + < , where l(●) equals one if the argument in the parenthesis is

true, and zero otherwise. jB is his willingness-to-contribute. Because we assume that

(1 )ε η− > , the lower 1S is, the higher the probability that a level-0 player j will

contribute during period t=1 is.

As we show above, the lower the stake 1S at t=1 is, the higher the probability that

any level-0, level-1 and level-k (k ≥2) player will contribute is (in other words, the higher

the probability that coordination at t=1 will succeed.)

68 A given level-2 player views all his opponents as level-1 players.

60

Q.E.D.

Proposition 1 suggests that successful coordination is more likely to occur the lower

the stake levels are.

Upon observing the outcome of group coordination at the end of each period, a level-1

player i updates his beliefs regarding cooperative likelihood of his group members.69,70,71

Using the Bayesian rule72, he updates his posterior beliefs about the probability that his

opponent, player j , is a “high” type according to:

, , , , ,Pr ( | ) / [ (1 )(1 )]i i i i ij t j t j t j t j t j th ob B S A D s s sε ε η= ≥ = = + − −

During period t+1, if the stake is still tS , then player i believes that player j will

contribute towards the common pool that the probability , ,(1 ) (1 )i ij t j th hε η− + − .

If player i observes that player j contributes during period t, then player i’ posterior belief

that player j is a “high” type is:

, , , , ,Pr ( | ) (1 ) / [ (1 ) (1 ) ]i i i i ij t j t j t j t j t j tk ob B S A C s s sε ε η= ≥ = = − − + −

During period t+1, if the stake is still tS , then player i believes that player j will

contribute towards the common pool with probability , ,(1 ) (1 )i ij t j tk kε η− + − .

69 In this study, player i may not necessarily observe the actions of j after each period but gets to observe the

outcome. 70 In this study, player i may not necessarily observe the actions of j after each period but gets to observe the

outcome. 71 Player i views a given opponent j is a level-0 player. 72 If we rule out the possibility of players making mistakes (i.e., let ε=η=0), the Bayesian updating process

will degenerate. Once a level-1 player i observes that his opponent j does (not) contribute, then he believes

that player j is a “high” (“low”) type with a probability one.

61

We can show that , ,i ij t j tk h≥ and , , , ,(1 ) (1 ) (1 ) (1 )i i i i

j t j t j t j tk k h hε η ε η− + − ≥ − + − provided

that 1 ε η− > .

Intuitively, given that the probability the a “high” type player will contribute is higher

than the probability that a “low” type player will contribute, then the posterior

probability that player j is a “high” type goes up by more if we observe that player j

contributes than if we observe that player j does not contribute.73

Assuming that, at period t+1, player j’s actions are independently distributed,

player i will believe all players j will contribute at period t+1 when the stake is 1t tS S+ =

with probability:

, , , ,{[ 1( ) 1( )](1 ) }i ij t j t j t j t

j i

h A D k A C ε η η≠

= + = − − +∏

l(●) equals one if the argument in the parenthesis is true, and zero otherwise. We assume

that player i observes m (0 1m I≤ ≤ − ) number of contributing opponents74 during period

t. , ,i ij t j tk h≥ and 1 ε η− > . If the number of players m is larger, then player i will believe

that all opponents will contribute at period t+1 (when 1t tS S+ = ) with a higher

probability. As a result, the probability that player i will contribute at during period t+1

is also higher.

A level-2 player k knows what rules dictate the decision of level-1 players to contribute and

how level-1 players update their beliefs. Therefore, if the number of contributing players

m is larger, then player k believes that all players i will contribute during period t+1

(when 1t tS S+ = ) with a higher probability. As a result, the probability that player k will

contribute at t+1 is also higher. Analogously, a level-3 player knows what strategic rule

level-2 players use when level-2 players decide whether to contribute or not. Therefore, if

the number of contributing players m is larger, then the probability that a level-3 player

73 This also applies to the probability that a player j will contribute during the next period when he faces the

same stake level. 74 Player i views all opponents as level-0 players.

62

will contribute during period t+1 is higher. This process continues analogously and

iteratively for players of higher level.

A level-0 player j will always contribute with a probability (1 )1( ) 1( )j t j tB S B Sε η− ≥ + < .

This probability does not depend on m.

When players get to interact during period t within a group of (m) number of

contributors, all players facing a stake level tS , then the following statement holds true:

If the number of contributing players m is larger, then all players will contribute during

period t+1 (if 1t tS S+ = ) with a higher probability. As a result, the probability that

coordination will succeed during period t+1 is higher if 1t tS S+ = . We can formalize the

last statement in the proposition below.

Proposition 2. When players are informed that they will get to interact with (m)

number of contributing players during period t (facing a stake level tS ) then the following

statement holds: the larger the number of contributing players (m) is, then coordination

during period t+1 will succeed with a higher the probability if 1t tS S+ = .

Proof: See above.

Because of the information structure in our experiment, if a group successfully coordinates,

then all contributors know that all group members have contributed. If at least one

member fails to contribute, then contributors only know that not all group members have

contributed. However, they do not get to know the exact number of other contributors.75

Therefore, following Proposition 2, a successful group is more likely to maintain its success

in the next period than a previously failed group if the stake level does not change. If

75 When all members in a group do not contribute, then everyone only knows that their group has failed

cooperating. They do not know how many or who among the other group members have (or have not)

contributed. In this case, a rational player cannot update his beliefs about his opponents. Therefore, his actions

will not change in the next period if he faces same stake level. As a result, a group that has no contributors

will tend to fail cooperating during the next period.

63

players do not make mistakes to their decision rule on whether to contribute or not (i.e.,

0ε η= = ), then once a rational player observes that (not) all his opponents contribute

when faced with a stake level tS , he will (never) contribute in the next period when the

stake level is 1t tS S+ = . As a result, once a group succeeds (fails), it will succeed (fail)

during the next period with the same stake level. Barring a few exceptions, the results of

this study depict this general pattern. If we introduce the possibility that players make

mistakes to their decision rule on whether to contribute or not (as previously described in

this model), then the model will explain not only the general patterns, but also the

exceptions we note.

With the proposition below, we show that, in regards to coordination, a gradual increase in

the stake level can never be worse than a sudden increase in the stake levels.

Proposition 3. No matter whether a group succeeds or fails during period t when the

group faces a stake level tS , when the stake level 1( )t tS S+ ≥ is lower, the probability that

the group will succeed coordinating during period t+1 is (weakly) higher.

Proof: See the proof of Proposition 1 and replace t=1 with t = t +1.

In summary, Proposition 3 simply suggests that a gradual increase in the stake level can

never be worse, in reference to group coordination, than a sudden increase in the stake

levels.

64

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