Two-stage team rent-seeking: experimental analysis.
Cadigan, John
1. Introduction
In his seminal contribution on rent-seeking activity, Tullock
(1967, 1980) develops a model in which players choose effort levels to
influence the chance they are awarded a prize. If player effort does not
contribute to the value of the prize, rent-seeking effort results in a
social welfare loss and can be viewed as inefficient (see also Krueger
1974; Posner 1975). Most research stemming from Tullock's model
focuses on contests with simultaneously chosen effort levels and in
which the contest prize is awarded to only one contestant or group (see,
e.g., Hillman and Katz 1984; Appelbaum and Katz 1987; Snyder 1989;
Nitzan 1991; Gradstein 1993; Fullerton and McAffee 1999).
Many real-world contests are more complicated. For example,
congressional elections in the United States typically involve two
candidates that receive support from the two major political parties.
Both candidates and their parties benefit from a successful bid to
capture a seat, and there could be important connections between their
effort decisions. A high-quality challenger exerting effort early in an
election cycle might receive greater party support by demonstrating an
ability to fare competitively in the election. Alternatively, an
incumbent's effort might discourage a competitive challenge,
freeing party resources for other purposes. In this case, the timing of
effort is important, and the contest "prize" is awarded to
both the candidate and the candidate's party.
As another example, many public policy issues are characterized by
interest group lobbying from multiple groups on either side of an issue.
Successful lobbying by the National Rifle Association, for example,
benefits other groups sharing their policy preferences. In a sense,
public policy issues motivating lobbying effort can generate public
prizes that affect multiple constituencies in different ways. An
important aspect of these environments is their team-oriented nature,
typically placing groups in one of two camps (for or against free trade,
gun control, choice, etc.).
This paper contributes to the literature on rent-seeking by
developing and experimentally testing a two-stage team rent-seeking
model in which the contest prize is awarded to each member of the
winning team. In one variant of the model, aggregate team effort
determines the probabilities associated with the contest outcome. In
this case, an individual team member's effort serves as a perfect
substitute for the effort of other team members. When effort decisions
are sequenced, early movers have the potential to free ride on the
effort choices of their later moving teammates. This suggests that
lobbying for public policy favors could be subject to the same
collective action problems associated with public goods provision. In a
second variant of the model, the timing of effort matters. In
particular, early effort choices shape the competitive structure of the
contest, and in this case early movers cannot free ride on their
teammates. The theoretical results also show that effort levels are
highest in "competitive contests," with any asymmetries in
early effort choices leading to reductions in effort by late-moving
teammates.
The theory is tested by laboratory experimental methods. A few
authors have used experimental methods to study rent-seeking (Milner and
Pratt 1989, 1991; Shogren and Baik 1991; Davis and Reilly 1998; Onculer
and Croson 1998; Potters, de Vries, and Van Winden 1998). Typically,
subjects are given an endowment that can be used to invest in a chance
to win a prize, with much of the research focusing on symmetric contests
with simultaneous effort choices. Generally, subjects tend to overinvest
relative to equilibrium predictions, although this tendency diminishes
with experience and opportunities for repeated play within a subject
group. The paper is also connected to a small but growing literature
that examines rent-seeking in more complicated frameworks. Motivated by
models of research and development expenditures, Isaac and Reynolds
(1988) examine the effects of group size and the degree to which the
contest prize is shared on individual investment decisions. They find
that a shared prize leads to less investment at the individual level.
Anderson and Stafford (2003) examine the effects of cost heterogeneity,
group size, and an entry fee on subject participation and expenditures.
They find that increases in group size, heterogeneity in costs, and the
presence of an entry fee (which makes the decision-making exercise a
two-stage game) decrease the number of subjects choosing to participate
in the contest. Consistent with theory, increases in group size decrease
individual expenditures but increase group expenditures. The use of an
entry fee typically reduced individual expenditures, but the results
with respect to individual expenditures under cost heterogeneity were
mixed. Davis and Reilly (1998) add a "rentdefending buyer" who
has a higher value for the contest prize than a group of rent-seeking
sellers. In some cases, the buyer bids against one seller who is the
winner of a first-stage seller auction, which creates a two-stage game
with heterogeneity in the contest prize. Generally, a rent-defending
buyer is able to reduce aggregate rent-seeking. In a later paper, Davis
and Reilly (2000) examine the effects of experience and adding
additional rent-defending buyers, finding that the presence of
additional buyers limits efficiency gains. They also find that that
experience has limited ability to reduce social costs or the variability
of bids.
Below, I examine rent-seeking in a team environment with a
sequential structure and a contest prize that is not excludable among
teammates. Consistent with existing research, in all treatments, the
experimental results show significant overinvestment relative to the
Nash equilibrium prediction. Regarding the qualitative predictions of
the model, the results are mixed. Early-moving subjects chose higher
effort levels when their late-moving teammate's effort served as a
complement rather than a substitute. Effort choices of late movers were
not best responses in a game theoretic sense but did display patterns
consistent with the shape of the best response functions. Generally,
late-moving subjects appear to have responded to the effort levels of
their early-moving opponents in the case of substitutable effort levels
and to the effort levels of their teammates when effort levels were
complements. In contrast to the theoretical predictions, however, early
movers did not exploit opportunities to free ride in either single-shot or repeated play treatments, perhaps reflecting some concern for their
teammate's payoff.
The remainder of the paper is organized as follows: Section 2
presents the model and theoretical results; section 3 details the
experimental design, procedures, and results; and section 4 concludes.
2. The Model
Building on the basic structure in Tullock (1980), consider the
following two-stage rent-seeking game. In the first stage, two players
simultaneously choose effort levels (x and y). These choices are
revealed to two second-stage players, who then simultaneously choose
effort levels (X and Y). All players are assumed to be risk neutral, and
have identical and constant marginal cost of effort (C). The contest
prize (B) is awarded to each member of the winning team, with each team
consisting of one first-stage and one second-stage player. Effort levels
are restricted to be nonnegative. (1) The probability that team X wins
the contest (the "contest success function") is
Px = x + X/ x + X + y + Y.
Assuming all players act to maximize expected payoffs, the
objective functions for the second-stage players (given the first-stage
choices of x and y) are
[U.sub.x](x,X,y,Y) = x + X / x + X + y + Y B - CX
and
[U.sub.y](x,X,y,Y) = y + Y / x + X + y + Y B - CY.
This leads to the following formulas for Nash equilibrium spending
in the second stage:
[X.sup.*] = B/4C - x,
[Y.sup.*] = B/4C - y.
Substituting the second-stage equilibrium expenditure formulas into
the objective functions of the stage 1 players and simplifying yields:
[U.sub.x] = B/2 - Cx
and
[U.sub.y] = B/2 - Cy.
This implies the subgame perfect Nash equilibrium to this game has
[x.sup.*] = [y.sup.*] = 0, and [X.sup.*] = [Y.sup.*] = B/4C.
Essentially, when the contest prize goes to both members of the winning
team, irrespective of their relative effort levels, first-stage players
are able to shift the burden of effort completely on their teammates. In
anticipation of some of the experimental results to follow, note also
that the nonnegativity restriction would be binding for stage 2 players
if the stage 1 players chose effort greater than B/4C. In this case,
although stage 2 players would like to reduce their team's effort,
the best they can do is not add to it.
The results demonstrate that stage 1 players can free ride on the
effort of their stage 2 counterparts. In equilibrium, each player
equates the marginal benefit and marginal cost of effort. When the
contest prize is not excludable between teammates, stage 2 effort levels
influence the probability that both members of a team win the prize.
Thus, an increase in stage 2 effort reduces the marginal benefit of
further effort for both team members. With constant marginal costs, and
anticipating the effort level chosen in stage 2, the stage 1 player can
free ride, relying on the stage 2 teammate to bring the marginal benefit
of effort for both team members into equality with their marginal costs.
In a sense, the shared nature of the prize induces a collective action
problem similar to those associated with the provision of public goods.
Whereas in the public goods case this is typically viewed as
inefficient, free riding in the rent-seeking case could be beneficial
because it limits wasteful spending.
One limitation of the previous model is that the timing of effort
does not matter--effort exerted in stage 2 is a perfect substitute for
stage 1 effort in the sense that both enter the contest success function
in exactly the same way. In many environments, however, early effort
shapes the structural characteristics of the contest. For example, in
elections for the U.S. Congress, early spending by a high-quality
challenger can draw the attention of the major political parties,
leading to significant party support as the election cycle closes.
Alternatively, heavy spending by an incumbent early in an election cycle
may dissuade a high-quality challenger, leading to a lopsided race that
draws little party support. Although many contest success functions
could capture this feature, I chose to consider a modified version of
the "natural advantage" approach used by Snyder (1989).
Snyder's paper considers the allocation of party spending across
several congressional districts that vary according to competitiveness
or natural advantage for one of the parties. Similar to the second-stage
effort choice results below, he finds that party spending levels should
be high in competitive contests and low in contests in which additional
effort has little effect on electoral probabilities. His approach,
however, ignores the effect of candidate spending and, as such, the
interdependence of candidate and party spending. In the present
framework, stage 1 expenditures can be interpreted as candidate spending
that influences the natural advantage in a district. (2) Specifically,
let the probability that team X wins the contest be
[P.sub.x] = [alpha]X/[alpha]X + (1 - [alpha]) Y,
with
[alpha] = x / x + y.
In this case, [alpha] determines the competitiveness of the
contest, with values closer to 1 indicating a greater advantage for team
X. If stage 1 participants choose identical effort levels, [alpha] = 1/2
and drops out of the expression for [P.sub.x]. However, when x > y,
[alpha] > 1/2, and the stage 2 effort of the player on team X is
given a higher weight than the stage 2 effort of the player on team y.
(3) Given the stage 1 effort levels, which determine [alpha], the
objective functions of the stage 2 players can be expressed as
[U.sub.x] (x,X,y,Y) = [alpha]X/[alpha]X + (1 - [alpha]) Y B - CX
and
[U.sub.y] (x,X,y,Y) = (1 - [alpha])Y/[alpha]X + (1 - [alpha]) Y B -
CY.
The expressions for equilibrium second-stage expenditures are
[X.sup.*] = (1 - [alpha])[alpha]B/C
and
[Y.sup.*] = (1 - [alpha]) [alpha]B/C.
Substituting the values for [X.sup.*.sub.i] and [Y.sup.*.sub.i]
into the stage 1 objective functions yields (because [X.sup.*] =
[Y.sup.*], [P.sub.x] = [alpha])
[U.sub.x] (x,y) = x / x + y B - Cx
and
[U.sub.y] (x,y) = y / x + y B - Cy.
Solving for the equilibrium first-stage effort levels yields
[x.sup.*] = B / 4C
and
[y.sup.*] = B / 4C.
Thus, the subgame perfect equilibrium has [x.sub.*] = [X.sub.*] =
[y.sub.*] = [Y.sub.*] = B/4C. In comparison with equilibrium effort
levels for the previous contest success function, stage 2 effort is
unchanged, but stage 1 effort is higher. In contrast to the previous
results, when early effort influences the competitiveness of the
contest, stage 1 players cannot free ride: for stage 2 spending to be
effective, the stage 1 participant must exert effort. In equilibrium,
stage 1 players match effort levels, [alpha] = 1/2, and the stage 2
decisions remain unchanged from the previous model in which stage 1
players free ride.
As in Snyder (1989), the formulas for [X.sup.*] and [Y.sup.*]
demonstrate that aggregate stage 2 effort is highest when [alpha] = 1/2.
Values of [alpha] far from 1/2 (which occur off the equilibrium path)
create an uncompetitive contest and generate reductions in effort by
both advantaged and disadvantaged stage 2 players. When stage 1 spending
generates a clear advantage, the disadvantaged stage 2 player reduces
effort because it is not as productive in affecting the contest outcome.
This allows the advantaged player to reduce effort too, while
maintaining a high expected value from the prize. Thus, the equilibrium
results are consistent with the long-standing observation in U.S.
politics that the major parties invest only in competitive races.
Asymmetries in terms of the contest success function (perhaps imparted
by name recognition or other perquisites of incumbency) might reduce
aggregate rent-seeking effort by limiting the number of competitive
contests.
In the next section, the models are put to an experimental test.
With the use of inexperienced subjects with a one-shot design, separate
treatments were conducted to analyze effort choices for each contest
success function. Because early movers did not free ride in the case of
substitutable effort levels and because this result could have been
influenced by the oneshot nature of the design, I also conducted a
multiperiod treatment to examine the effects of experience on subject
decision making.
3. Experimental Design, Procedures, and Results
All subjects were paid volunteers recruited from the undergraduate
population at American University. Before volunteering, subjects
received an e-mail invitation to participate in a decision-making
exercise. The invitation indicated that participants would be paid a $5
"show up" fee in addition to an amount that would depend on
their decisions and the decisions of others in the experiment. All
payments were made in cash, privately, at the end of the experimental
session. On arrival at the experiment site, subjects were seated and
given the experiment instructions (reproduced in the Appendix), which
can be summarized as follows.
One-Shot Treatments: Team Rent-Seeking 1
All participants were endowed with $6 that could be used to
purchase raffle tickets for a monetary prize of $4. Tickets for the
raffle cost $0.25. Subjects were informed they would be making decisions
in a "team raffle" environment wherein each team consisted of
two participants. One member of each team was referred to as a stage 1
participant and the other as a stage 2 participant. Each team was
matched against one other team, so that each stage 1 participant had a
stage 1 opponent, a stage 2 teammate, and a stage 2 opponent. All
pairing of participants was random and anonymous in the sense that
subjects were never informed of the identity of their teammate or either
of their opponents.
Separate $4 prizes were awarded to each member of the winning team.
Before making decisions, subjects were told that the probability
associated with their team winning the prize was
Probability your team wins the prize = (Number of tickets your team
buys)/(Total number of tickets bought by your team and your
opponent's team).
In addition, subjects were given access to payoff tables that
indicated the expected prize amount associated with different
combinations of team ticket purchases.
Stage 1 participants made their ticket purchase decisions first,
indicating the desired amount on a decision sheet included with the
instructions. After making their choices, the stage 1 decision sheets
were collected, and the decision sheets of each stage 2 participant were
updated to include the number of tickets purchased by their stage 1
teammate and stage 1 opponent. Next, stage 2 participants indicated the
number of tickets they wished to purchase by filling in the desired
amount on their decision sheet, and the stage 2 decision sheets were
collected. Each subject's decision sheet was updated to include all
decisions made by a subject's teammate or opponents. After entering
the decisions in a computer, the raffles were conducted using a
computerized random number generator that made the draws using the
probabilities associated with subject ticket purchases, and the results
were recorded on subject decision sheets. Subjects were then
individually called out of the room, shown their decision sheet, and
paid in cash their experimental earnings. Earnings consisted of the $5
show up fee, the portion of the $6 endowment not spent on tickets, and
the $4 prize if applicable.
To put the experimental results in context, it is important to
emphasize the one-shot nature of team rent-seeking 1 (TRS1). Subjects
were inexperienced with the design, and were not given the opportunity
to engage in repeated play. This issue is addressed in the multi-period
experiments described in a later section. Although the one-shot design
puts the theory to a difficult test, it has the advantage of being
short, generating statistically independent observations, and
eliminating the potential for strategic spillovers across periods.
Results for TRS1
A total of 68 subjects participated in the TRS1 treatment in four
sessions with about 16 subjects per session. (4) The 34 stage 1 and 34
stage 2 subjects made ticket purchase decisions for a total of 17
separate contests. Each session lasted approximately 35 minutes, and
average earnings (inclusive of the $5 participation fee) for the stage 1
and stage 2 participants were $11.15 and $10.77, respectively. For this
treatment, the subgame perfect Nash equilibrium has all stage 1
participants purchase zero tickets and all stage 2 participants purchase
four tickets. Figure 1 displays the frequency distribution for ticket
purchases for the TRS1 treatment.
[FIGURE 1 OMITTED]
As the distribution shows, the data do not support the equilibrium
point predictions. The average and mode of stage 1 ticket purchases
(7.41 and 4, respectively) were much higher than the equilibrium
prediction of zero. The average and mode of stage 2 purchases (8.85 and
4) were also high. Although positive expenditures in the first stage
make it inappropriate to compare second-stage expenditures to the
equilibrium prediction, comparison of second-stage ticket purchases
relative to "best responses" is informative. For the
parameters of this treatment, it is never a best response for total team
ticket purchases to exceed four. Thus, if a stage 1 teammate buys four
or more tickets, the best response (given nonnegativity of purchases)
for their stage 2 teammate is to purchase zero tickets. Also, for the
parameters of this treatment, the best response to a stage 1
opponent's purchase of 15 or more tickets is to purchase zero
tickets (irrespective of stage 1 teammate's ticket purchase). Of
the 27 stage 2 subjects whose best response was 0, only four actually
purchased zero tickets. The results clearly indicate that first- and
second-stage participants overinvest relative to the Nash prediction.
This result is consistent with the experimental results of the majority
of previous two-person rent-seeking contests, and the literature on
"bubbles" and false equilibria (see Sunder [1995] or Smith,
Suchanek, and Williams [1988] for examples).
Interestingly, although the average stage 2 ticket purchase was
higher, differences in stage 1 and 2 ticket purchases are not
statistically significant (Wilcoxon p = 0.432). This suggests that the
stage 1 players did not exploit their strategic opportunity to free
ride. Failure to do so is consistent with the results of several
experiments on public goods (Isaac and Walker 1988) and could illustrate
concerns for other participant's payoffs as in Levine (1998). In
particular, the team-oriented aspect of the game might have led subjects
to increase purchases so that their teammate had a greater chance to
receive the prize. Alternatively, and as stated above, the one-shot
nature of design might not have given subjects the opportunity to learn
to free ride because there was no repeated play.
Furthermore, although the data indicate that stage 2 ticket
purchases were not best responses, insight into the behavior of the
stage 2 subjects can be gained by breaking ticket purchases into the
following categories: zero, moderate (defined as 1-14), and high
(defined as 15-24). Although the choice of 15 tickets as the cutoff
point between the moderate and high categories is somewhat arbitrary,
note that the best response for a stage 1 player to an opponent's
purchase of 15-24 is 0. In other words, ticket purchases are classified
as "high" if they are sufficient to keep a rational stage 2
opponent from participating in the contest. (5) Table 1 displays the
results of an ordinary least squares (OLS) regression of stage 2 ticket
purchases on stage 1 teammate purchases (S1TEAM), stage 1 opponent
purchases (S1OPP), intercept dummies for whether the stage 1 opponent
purchase was 0 (OPPZERO) or in a moderate range (OPPMOD), and an
interaction term (S1OPP x OPPMOD). Note that the baseline case for this
specification is a subject whose stage 1 opponent made high purchases.
(6)
The coefficient estimates indicate that in the case of high
participation, an increase in a stage 1 opponent's purchase led to
a decrease in the stage 2 subject's purchase. Relative to the case
of high participation, the OPPZERO coefficient indicates stage 2
purchases were lower when the stage 1 opponent purchased zero tickets,
and the estimated coefficient on the interaction term indicates that in
cases of moderate participation (1-14 tickets purchased), increases in a
stage 1 opponent's purchases led to increases in stage 2 ticket
purchases. A limitation of this specification is the collinearity between the stage 1 opponent's ticket purchase variables (as
indicated by the high variance inflation factors [VIFs] reported in
Table 1). The severe collinearity might help explain why the coefficient
estimates achieve only marginal statistical significance (with a range
of p = 0.054). 11).
Although the data clearly indicate overinvestment by stage 2
participants relative to their best responses, the regression results
suggest the pattern of purchases (increasing in opponent's
purchases over one range and decreasing over a second, higher range of
opponent's purchases) is consistent with the shape of the
theoretical best response functions. This is also reflected in the
regression estimates of the specification presented in Table 2, which
includes the squared value of a stage 1 opponent's purchases (S1OPP
(2)) in addition to S1TEAM, OPPZERO, and S1OPP.
Note, in particular, the positive estimated coefficient for S1OPP
and negative coefficient on S1OPP (2). The magnitude of the estimated
coefficients suggests that the turning point is around 14 tickets. (7)
Taken as a whole, the results offer limited support for the model
predictions.
One-Shot Treatments: Team Rent-Seeking 2
The same procedures were used for the team rent-seeking 2 (TRS2)
treatment, but the contest success function was changed to
Probability your team wins the prize = (Weighted ticket purchases
of your team)/(Total weighted ticket purchases of your team and your
opponent's team).
Weighted ticket purchases for a team was defined as the number of
tickets purchased by the stage 1 participant multiplied by the stage 2
purchases of their teammate (which is functionally equivalent to the
second contest success function used in the theory section). The value
of the endowment, prize, cost of ticket purchases, and sequencing of
decisions remained as in TRS1.
Results for TRS2
A total of 76 subjects participated in the TRS2 treatment in four
sessions with about 20 subjects per session. (8) The 38 stage 1 and 38
stage 2 subjects made ticket purchase decisions for a total of 19
separate contests. Each session lasted approximately 35 minutes, and
average earnings (inclusive of the $5 participation fee) for the stage 1
and stage 2 participants were $10.30 and $10.86, respectively. For this
treatment, the Nash equilibrium has all participants purchase four
tickets. Figure 2 displays the frequency distribution for ticket
purchases for the TRS2 treatment.
[FIGURE 2 OMITTED]
Similar to the results from TRS1, the data display significant
overinvestment relative to the equilibrium prediction. (9) For stage 1
participants, the mean and mode of ticket purchases were 10.79 and 8,
respectively, and for stage 2 participants the mean and mode were 8.57
and 4.
Importantly, although the point predictions from both TRS1 and TRS2
are not supported, average stage 1 ticket purchases did rise from 7.41
in TRS1 to 10.79 in TRS2, and the difference is statistically
significant (Mann-Whitney p = 0.019). Thus, although overinvestment
relative to the Nash prediction was significant in both treatments, the
qualitative theoretical prediction regarding an increase in stage 1
purchases is supported by the data. Intuitively, subjects exerted more
effort when a teammate's effort was a complement to rather than a
substitute for own effort.
As with the TRS1 treatment, stage 2 ticket purchases, although not
best responses, displayed consistent patterns. Table 3 reports the
results of a regression of stage 2 ticket purchases on the stage 1
purchases of opponent (S1OPP) and teammate (S1TEAM), as well as a dummy
variable for whether the stage 1 teammate's purchases were moderate
(TMMOD = 1 if stage 1 ticket purchase is between 1 and 14) and an
interaction term (S1TM x TMMOD). (10)
The coefficient estimates and significance results suggest stage 2
purchases were responsive to a stage 1 teammate's purchase. Holding
constant the effect of a stage 1 opponent's purchase, an increase
in stage 1 teammate's purchases led to a decrease in ticket
purchases by stage 2 participants. The coefficient on the interaction
term suggests the effect of an increase in stage 1 purchases was less
severe in the moderate range, but still negative (the sum of
coefficients on S1TEAM and the interaction term is negative). It is
interesting that stage 2 purchases varied in a statistically significant
way with the stage 1 opponent's purchase for TRS1 and the stage 1
teammate's purchase for TRS2. It could be that when team member
effort is a perfect substitute (as in TRS1), stage 2 subjects focused on
canceling out the stage 1 opponent's effort. Alternatively,
complementarities in effort decisions associated with TRS2 might have
led subjects to respond to own teammate's purchases.
An alternative econometric specification for stage 2 purchases can
be tied directly to the theoretical model. The model suggests stage 2
ticket purchases should reach their peak when [alpha] = 1/2 (with
[alpha] defined as a stage 1 teammate's purchase divided by total
stage 1 purchases). If a stage 2 participant is at a disadvantage ([alpha] < 1/2), increases in [alpha] should lead to greater
expenditures because they make the contest more competitive.
Alternatively, for an advantaged stage 2 participant, increases in a
above 1/2 make the contest less competitive and allow for a reduction in
purchases. Table 4 presents the results of a regression of stage 2
purchases on a, a dummy variable for whether the stage 2 subject was
advantaged (ADV = 1 if [alpha] > 1/2), and an interaction term (ADV x
[alpha]).
Although the signs of the estimated coefficients are consistent
with the theory, none of the estimated coefficients are statistically
significant. Unfortunately, although there was significant variation in
stage 1 ticket purchases (and as such in [alpha]), in no contest did
stage 1 participants purchase an identical number of tickets. This makes
it difficult to assess whether first-stage asymmetries reduce
rent-seeking effort in the second stage (as predicted by the model).
Several other aspects of the TRS2 treatment could explain the lack of
statistically significant results. In particular, the two-stage nature
of the game, which introduces a "team"-oriented component,
could lead stage 2 participants to respond directly to a teammate's
or opponent's action rather than consider how these actions
influence the marginal benefit and cost of ticket purchases. As
suggested earlier, the presence of teammates might also highlight
concerns for other participants' payoffs. Finally, the lack of
repeated play or subjects who were experienced with the institution
might have increased the variance associated with subject decision
making, leading to coefficient estimates that are not statistically
significant.
Discussion of One-Shot Results
Several aspects of the experimental results from the one-shot
treatments support theoretical predictions. Stage 1 ticket purchases
were higher when team member effort served as a complement, and the
differences in stage 1 ticket purchases between TRS1 and TRS2 are
statistically significant. Stage 2 ticket purchases, although high
relative to best responses, were broadly consistent with the shape of
the best response functions. However, the lack of free riding associated
with stage 1 ticket purchases in TRS1 is surprising and not consistent
with theoretical predictions. As noted earlier, this could have been
related to the one-shot nature of TRS1 and the reliance on inexperienced
subjects. To investigate whether experience with the institution and
opportunities for repeated play would influence the free riding result,
I conducted the following multiperiod treatment.
Multiperiod Treatment for TRS1
For the multiperiod treatment, the stage game described in TRS1
(which used the contest success function for which team member efforts
were perfect substitutes) was repeated for a total of eight periods. The
following modifications were made to the parameter values. In each
period, participants were endowed with $2.00 that could be used to
purchase $0.10 raffle tickets for a monetary prize of $1.60. The periods
were independent in the sense that subjects could not use earnings from
prior rounds to purchase tickets in any subsequent round. To give
subjects experience with a particular role, they were assigned to be a
stage 1 or stage 2 participant for the duration of the experiment.
However, subjects were randomly and anonymously repaired at the
beginning of each period to determine teammates and opponents and were
never informed of the identity of any of their teammates or opponents.
At the beginning of each period, stage 1 participants indicated the
number of tickets they wanted to purchase on their decision sheets, the
sheets were collected and the information was recorded on the stage 2
decision sheets, which were then distributed. Stage 2 participants
indicated their ticket purchase decision, their decision sheets were
collected, and the raffles were conducted with a computerized random
number generator. Subject decision sheets were updated to include all
information regarding teammate and opponent ticket purchases, whether
their team won the raffle, and their earnings from the period. The stage
1 decision sheets were returned, and the second period began (with a
random and anonymous rematching of subjects). At the conclusion of the
eighth period, subjects were individually called out of the room and
paid in cash their experimental earnings, which were the sum of earnings
in the eight periods, plus a $5 show-up fee.
Results from the Multiperiod Treatment
A total of 48 subjects participated in the TRS1 treatment, in three
sessions with 16 subjects per session. The 24 stage 1 and 24 stage 2
subjects made ticket purchase decisions for a total of 96 separate
contests. Each session lasted approximately 1 hour and 30 minutes, and
average earnings (inclusive of the $5 participation fee) for the stage 1
and stage 2 participants were $22.50 and $23.58, respectively. In each
period, the subgame perfect Nash equilibrium for this treatment has all
stage 1 participants purchase zero tickets and all stage 2 participants
purchase four tickets. Figure 3 displays the frequency distribution for
ticket purchases for the multiperiod treatment.
[FIGURE 3 OMITTED]
Similar to previous results, the data display significant
overinvestment relative to the Nash equilibrium prediction. Average
ticket purchases for stage 1 and stage 2 participants were 6.13 and
4.77, respectively. However, of the 192 separate decisions for stage 1
participants, 33 (approximately 17%) were 0, and for stage 2
participants, 49 of 192 (approximately 26%) were best responses. Because
these percentages are higher than those for the TRS1 and TRS2
treatments, it seems that experience with the institution might have
influenced play for some subjects. Given the experience generated by
repeated play, it is useful to analyze ticket purchases by round. Figure
4 displays the average ticket purchase for stage 1 and stage 2
participants by round.
[FIGURE 4 OMITTED]
The data clearly demonstrate that stage 1 participants did not
exploit their free riding opportunity, even with the experience
generated by repeated play. Although average ticket purchases for stage
1 participants declined over the course of the experiment (a result
consistent with several rent-seeking experiments using simultaneous
decision making over multiple periods), average ticket purchases for
stage 1 participants were higher than average ticket purchases for stage
2 participants in each round. Over the final four rounds of the
experiment, differences in stage 1 and stage 2 ticket purchases were not
statistically significant (MannWhitney p = 0.317). This reinforces the
results obtained in TRS1; significant levels of free riding occur even
when subjects are experienced with the institution.
As was the case with TRS1, although stage 2 participants did not
"best respond" in a game theoretic sense, their purchases were
broadly consistent with the shape of best response functions. Table 5
displays the results of a regression of stage 2 ticket purchases in a
period on lagged ticket purchases (OWN-1), (11) the probability a player
would win the contest if both stage 2 players bought zero tickets
(PROBWIN = stage 1 teammate purchase/total purchase of stage 1 teammate
and opponent) and this value squared (PROBWIN (2)), and round (RD) and
dummy variables for the experimental session the subject participated in
(SESSION 1, SESSION 2).
The coefficient estimates and significance results for the PROBWIN
and PROBWIN (2) terms suggest stage 2 ticket purchases and PROB WIN
varied according to an inverted U shape, which is consistent with the
intuition that subjects exert greater effort in close contests. Note
also that the coefficient estimates on session are not significant, nor
is the round coefficient. (12) Taken as a whole, the results from the
multiperiod treatment reinforce those from TRS1. The lack of free riding
associated with stage 1 ticket purchases does not appear to be an
artifact of subject experience, and might be related to the
team-oriented nature of the contests. Although stage 2 purchases were
high relative to best responses, stage 2 subjects appear to have
responded to the competitiveness of the contest.
4. Conclusion
This research extends the basic approach in Tullock (1980) by
developing and experimentally testing a team-oriented two-stage
rent-seeking model. Separate variants of the contest success function
are used to model cases wherein team member effort serves as a perfect
substitute or complement. The model is motivated by the observation that
rent-seeking for public policy favors might affect multiple
constituencies simultaneously, and for many issues, multiple groups
share a preference on either side of an issue. Moreover, when various
groups exert effort independently and at different times, the sequencing
of effort choices might have important effects on contest outcomes.
Congressional races in the United States provide one example in which a
contest prize goes to multiple groups (a candidate and that
candidate's party), and the sequencing of effort decisions plays an
important role in shaping the contest outcome.
The theory suggests that when effort levels serve as perfect
substitutes, early actors can free ride on the efforts of those moving
later, introducing collective action problems similar to those affecting
public goods provision. Incentives to free ride are mitigated when early
effort serves as a complement to later effort. This is particularly
relevant when asymmetries in early effort create an advantage for a
later moving competitor. In these cases, the model predicts asymmetries
in early effort that generate reductions in late effort.
Experimental methods are used to test the theory, and data from the
experiments provide limited support for the theory. Stage 1 participants
in the TRS1 treatment (in which team member efforts are substitutes)
purchased fewer tickets than those in the TRS2 treatment (which models
complementarities), and differences in ticket purchases are
statistically significant. However, the free riding prediction
associated with the contest success function, for which team member
effort serves as a perfect substitute, is not supported by the data. In
both the one-shot and multiperiod treatments, stage 1 participants
purchased a significant number of tickets, and differences in ticket
purchases between stage 1 and stage 2 participants were not
statistically significant. The lack of free riding in late rounds of the
multiperiod treatment suggests that experience is not an explanation for
this result. Although this finding merits further research, the
team-oriented nature of the contests may be an important element in
subject decision making. One possibility for future research would be to
investigate whether subjects learned to free ride in an environment in
which they were matched with the same teammate and opponents over the
course of the experiment. In addition, providing subjects with more
experience by extending the multiperiod treatment past eight rounds
might, eventually, lead to subject play that is consistent with
theoretical predictions. Nonetheless, results from the current set of
experiments provide interesting insights into subject play in
team-oriented contests.
In terms of stage 2 effort choices, the data suggest subjects
responded to decisions made in the first stage. For the TRS1 treatment,
stage 2 purchases tended to be lower when a stage 1 opponent purchased
either zero tickets or a high number of tickets. In the TRS2 treatment,
ticket purchases of stage 2 subjects declined as those of their teammate
increased, and this effect was particularly strong when a stage 1
teammate purchased a high number of tickets. Finally, in the multiperiod
treatment, stage 2 participants appear to have responded to the
competitiveness of the contest. Consistent with the results from many
other rent-seeking experiments, subjects made significant
overinvestments relative to the Nash equilibrium prediction in all
treatments.
Appendix
Instructions for TRS1
This is an experimental study of decision making. All of the money
you earn from the experiment is yours to keep. Your earnings will be
paid to you in cash, privately and confidentially, immediately alter the
experiment. Now that the experiment has begun, please do not talk.
Introduction
The experiment will be conducted in two stages. You are a
"STAGE 1" participant. For the purposes of the experiment, you
will be randomly and anonymously paired with one other STAGE 1
participant, who will be referred to as your "opponent." You
will also be randomly and anonymously paired with two separate
"STAGE 2" participants, one who is on "your team"
and one who is on your "opponent's team." Importantly,
you will not be told who you are paired with or against, and decisions
will be made anonymously in the sense that no participant will be able
to identify the decision of any other participant.
Conducting the Experiment
All participants begin the experiment with $6.00, and will decide
how many "raffle" tickets to purchase. Each ticket will cost
25 cents. Because each participant begins with $6.00 and each ticket
costs 25 cents, each participant can purchase 0-24 tickets. The raffle
prize is $4.00, and will be awarded to each member of the winning team.
This means that if your team wins the raffle, you will be awarded $4.00.
You will indicate how many tickets you wish to purchase by writing the
desired amount on the attached decision sheet. The raffle will be
conducted as follows:
After all "STAGE 1" participants make their ticket
purchase decisions, the experimenter will collect the decision sheets.
The decision sheets will be randomly and anonymously paired (this will
determine your opponent). The experimenter will record the number of
tickets you and your opponent chose to purchase on the decision sheets
of two randomly selected STAGE 2 players, under the headings
"tickets purchased by the STAGE 1 participant on your team"
and "tickets purchased by the STAGE 1 participant on your
opponent's team."
Next the experimenter will distribute the STAGE 2 decision sheets.
After viewing the number of tickets purchased by the STAGE 1 players on
their team and on their opponent's team, the STAGE 2 participants
will decide how many tickets to purchase. After all STAGE 2 participants
have indicated the number of tickets they wish to purchase, the
experimenter will collect the STAGE 2 decision sheets. The STAGE 1
decision sheets will then be updated to reflect the number of tickets
purchased by team members and opponents.
Next, the experimenter will conduct the raffle. A
computer-generated random drawing will determine which team wins the
raffle. The probability that your team wins is
Probability your team wins the prize = (Number of tickets your team
buys)/(Total number of tickets bought by your team and your
opponent's team).
BOTH members of the winning team will receive separate $4.00
prizes. If neither team buys any tickets, the prize will be awarded
randomly, with each team having an equal chance of winning the prize.
Expected Earnings
Your expected earnings (in dollars) are equal to the $6.00
endowment minus the amount you spend buying tickets plus the probability
your team wins the prize times $4.00 (the amount of the prize).
Expected Earnings = $6.00 - (amount you spend buying tickets) +
(probability your team wins the prize x $4.00)
Included with these instructions is a table that lists the
"expected prize" for your group associated with different
combinations of group ticket purchases. Note that this table does not
list your expected earnings because it does not include the $6 endowment
or the amount you spend on tickets.
It is important to remember that the expected prize is based on the
probability your team wins the prize. Your actual earnings are dependent
on whether you win the prize or not. You can think of the expected prize
as an average prize amount awarded if we repeated the raffle many times
using the same probability that your team wins the prize each time.
The table is provided to help you make your decision. Feel free to
take time to study the sheet before you make a decision.
Actual Earnings
Your earnings will be the part of your $6.00 endowment that is not
spent on tickets, plus the $4.00 prize if your team wins.
PLEASE INDICATE THE NUMBER OF TICKETS YOU WISH TO PURCHASE BY
FILLING IN THE DESIRED AMOUNT ON YOUR DECISION SHEET.
Instructions for TRS2
This is an experimental study of decision making. All of the money
you earn from the experiment is yours to keep. Your earnings will be
paid to you in cash, privately and confidentially, immediately after the
experiment. Now that the experiment has begun, please do not talk.
Introduction
The experiment will be conducted in two stages. You are a
"STAGE 1" participant. For the purposes of the experiment, you
will be randomly and anonymously paired with one other STAGE 1
participant, who will be referred to as your "opponent." You
will also be randomly and anonymously paired with two separate
"STAGE 2" participants, one who is on "your team"
and one who is on your "opponent's team." Importantly,
you will not be told who you are paired with or against, and decisions
will be made anonymously in the sense that no participant will be able
to identify the decision of any other participant.
The experiment is a "weighted" raffle for a prize of
$4.00. Separate raffle prizes will be awarded to each member of the
winning team. This means that if your team wins the raffle, you will be
awarded $4.00. The probability your team wins the prize is:
Probability your team wins the prize = (Weighted ticket purchases
of your team)/(Total weighted ticket purchases of your team and your
opponent's team).
Weighted ticket purchases for each team will be determined
according to a process described below. They are the product of a weight
and an amount of tickets purchased. For example, if TEAM 1 has a weight
of w and ticket purchases of x, weighted ticket purchases for TEAM 1
equal [w.sup.*] x. If TEAM 2 has a weight of y and ticket purchases of
z, their weighted ticket purchases would be [y.sub.*] z. This means the
probability TEAM 1 wins the raffle is [w.sup.*] x /([w.sup.*] x +
[y.sup.*] z), and the probability TEAM 2 wins is [y.sup.*] z/([w.sup.*]
x + [y.sup.*] z).
If the weights for both teams are zero or ticket purchases for both
teams are zero, the raffle prize will be awarded randomly, with both
teams having an equal chance of winning the prize.
Conducting the Experiment
All participants begin the experiment with $6.00. In Stage l of the
experiment, the weights for the raffle will be determined. In Stage 2 of
the experiment, ticket purchases will be determined.
Stage 1 participants will indicate the weight they choose for their
team's ticket purchases on their decision sheet. Each 1 unit
increase in the weight will cost 25 cents. Because each participant
begins with $6.00 and each unit costs 25 cents, Stage 1 participants can
choose a weight of 0-24.
After all Stage 1 participants make their decisions, the
experimenter will collect the decision sheets. The decision sheets will
be randomly and anonymously paired. The experimenter will record the
weights chosen on the decision sheets of two randomly selected Stage 2
players, under the headings "weight for your ticket purchases
chosen by the STAGE 1 participant on your team" and "weight
for your opponent's tickets purchases chosen by the STAGE 1
participant on your opponent's team."
Next the experimenter will distribute the Stage 2 decision sheets.
After viewing the weights, the Stage 2 participants will decide how many
tickets to purchase, each of which costs the Stage 2 participant 25
cents. Because each participant begins with $6.00 and each ticket costs
25 cents, Stage 2 participants can purchase 0-24 tickets. After all
Stage 2 participants have indicated the number of tickets they wish to
purchase, the experimenter will collect the Stage 2 decision sheets. The
Stage l decision sheets will then be updated to reflect the number of
tickets purchased by team members and opponents.
Once the weights and ticket purchases have been determined, the
experimenter will conduct the raffle. A computer-generated random
drawing will determine which team wins the raffle.
Expected Earnings
Because you are a STAGE 1 participant, your decisions will
determine the weight for your team's ticket purchases. Your
expected earnings (in dollars) are equal to the $6.00 endowment minus
the amount you spend on the weight plus the probability your team wins
the prize times $4.00 (the amount of the prize).
Expected Earnings = $6.00 - (amount you spend on the weight) +
(probability your team wins the prize x $4.00)
Included with these instructions is a table that lists the
"expected prize" for your group associated with different
combinations of weighted group ticket purchases. Note that this table
does not list your expected earnings because it does not include the $6
endowment or the amount you spend on the weight.
It is important to remember that the expected prize is based on the
probability your team wins the prize. Your actual earnings are dependent
on whether you win the prize or not. You can think of the expected prize
as an average prize amount awarded if we repeated the raffle many times
using the same probability that your team wins the prize each time.
The table is provided to help you make your decision. Feel free to
take time to study the sheet before you make a decision.
Actual Earnings
Your earnings will be the part of your $6.00 endowment that is not
spent on weight, plus the $4.00 prize if your team wins.
PLEASE INDICATE THE WEIGHT YOU CHOOSE FOR YOUR TEAMMATE'S
TICKET PURCHASES BY FILLING IN THE DESIRED AMOUNT ON YOUR DECISION
SHEET.
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Received June 2005; accepted June 2006.
(1) This restriction is consistent with many real-world policy
environments. For example, if multiple groups lobby a policy maker, a
group acting later cannot reduce lobbying effort exerted previously.
(2) For more on this issue, see Cadigan (2006).
(3) Alternatively, the contest is a "weighted raffle,"
whereby stage 1 players determine the weights for the raffle. This is
described in the section containing the experimental results.
(4) One session had 20 subjects.
(5) Also, subjects buying more than 15 tickets spent as much or
more on tickets as the value of the prize, which is irrational if
subjects only care about their own earnings.
(6) Alternative specifications using a stage 1 teammate's
purchases (zero, moderate, and high) or both stage 1 teammate's and
stage 1 opponent's purchases generate coefficient estimates that
are qualitatively similar but are not statistically significant.
Although the coefficient estimate is not significant, the S1TEAM
variable is included to avoid an omitted variable bias.
(7) Note also that no stage 1 subject purchased 13, 14, or 15
tickets. Thus, altering the specification presented in Table 1 so that
high purchases are defined as 14-24 (which would be consistent with the
turning point estimated in Table 2) does not influence the regression
results.
(8) One session had 16 subjects.
(9) Given the parameters for this treatment, the maximum ticket
purchase consistent with the best response functions in stage 2 is four
(this occurs when both stage 1 players buy the same number of tickets).
Comparing actual stage 2 purchases with the best responses shows that 30
of the 38 stage 2 participants overinvested relative to the best
response.
(10) Alternative specifications, with a stage 1 opponent's
purchases in categories (moderate and high) or with the use of the
difference or ratio of stage 1 opponent and teammate purchases, generate
coefficient estimates that are not statistically significant. Although
the coefficient estimate is not significant, the S1OPP variable is
included to avoid an omitted variable bias.
(11) This variable helps to control for subject-specific effects.
An alternative specification that uses dummy variables to induce subject-specific fixed effects results in parameter estimates and
significance results that are consistent with those in Table 5.
(12) Note, however, that the effects of learning are captured in
the OWN-1 coefficient. The point estimate for this coefficient (0.22)
suggests that, controlling for the other included variables, subjects
reduced their ticket purchases over the course of the experiment.
John Cadigan, Department of Economics, Gettysburg College, 300
North Washington Street, Gettysburg, PA 17325; E-mail
[email protected].
The author thanks participants at Public Choice Society annual
meetings (2004), and the Southern Economic Association annual meetings
(2004) for their thoughtful discussion and comments. This paper has been
much improved by the comments of two anonymous referees. All remaining
errors are my own.
Table 1. OLS Regression Output; Dependent Variable: S2 Ticket Purchase
Variable Coefficient Estimate p-Value VIF
S1TEAM -0.08 0.739 1.39
S1OPP -1.66 0.087 21.48
OPPZERO -28.26 0.106 27.69
OPPMOD -33.46 0.058 45.91
S1 OPP X OPPMOD 1.98 0.065 13.68
Constant 39.94 0.025
[R.sup.2] 0.16
Table 2. OLS Regression Output; Dependent Variable: S2 Ticket Purchase
Variable Coefficient Estimate p-Value VIF
S1TEAM -0.01 0.959 1.36
OPPZERO 9.71 0.085 2.88
S1OPP 1.54 0.085 18.46
S1OPP (2) -0.06 0.089 13.19
Constant 1.56 0.775
[R.sup.2] 0.13
Table 3. OLS Regression Output; Dependent Variable: S2 Ticket Purchase
Variable Coefficient Estimate p-Value VIF
S1OPP 0.06 0.680 1.04
S1TEAM -1.24 0.020 13.52
TMMOD -23.68 0.033 28.67
S1TM x TMMOD 1.17 0.056 9.35
Constant 32.36 0.005
[R.sup.2] 0.169
Table 4. OLS Regression Output; Dependent Variable: S2 Ticket Purchase
Variable Coefficient Estimate p-Value
[alpha] 2.967 0.812
ADV 3.74 0.696
ADV x [alpha] -8.91 0.613
Constant 8.27 0.053
[R.sup.2] 0.02
Table 5. OLS Regression Output; Dependent Variable: S2 Ticket Purchase
Variable Coefficient Estimate p-Value
OWN-1 0.22 0.010
PROBWIN 0.663 0.109
PROBWIN (2) -0.07 0.043
RD 0.14 0.434
SESSION1 1.18 0.187
SESSION2 0.50 0.571
Constant 1.78 0.146
[R.sup.2] 0.11