Experimental Design Predictions: There are two stages of experimental study. The aim of the first stage is to capture effect of cultural factors such as grid and group on individual as well as group performance. In a first stage of experiments we test following hypothesis: H1: high group individuals contribute more than the low-group individuals; H2: high-grid individuals will react more radically to initial contribution by others, rewarding high contributions and punishing low contributions; H3: high-group individuals will anticipate higher cooperation among others than low-group individuals will; H4: high-grid individuals will anticipate greater adherence among others to strong reciprocity among others than low- group individuals will; H5: high-grid individual will punish more than the low-grid individuals; H6: individuals contribute more with institutions that support cooperation than without; H7: high gridness individuals, when placed in the receiver role, will be more likely to reject low offers than others. H8: high groupness individuals, when placed in the offerer role, will be more likely to make high offers than others. H9: in the absence of credible threat of punishment framing may increase contributions in a team with many high-group individuals; framing reduces contribution with many low-group individuals. In general framing will tend to reduce contributions if punishment is not available. H10: with punishment framing has no effect on contributions. H11: framing in convex ultimatum game improves negotiation. The second stage tests the role-assignment algorithm that improves team performance. In particular, algorithm suggests optimal composition of a team that incorporates cultural factors such as grid and group. We show a significant positive difference in mean performance of algorithm-assigned group compared to randomly-assigned control group. In particular, we test following hypothesis in stage 2: H1: under no institution condition clustering of high-group individuals with high-group individuals and clustering low-group individuals in other teams produces higher performance than the mixed combination of teams. H2: under established norms and punishment condition concentrating high-grid individuals with low-group individuals yields higher overall performance. H3: under no institutions condition partial visibility of high-group individual’s actions (contributions) enhances performance. H4: under established norms and punishment condition specialization of high-grid individuals into punisher roles improves overall performance. H5: clustering of high-grid individuals in one team improves team performance due to more coordinative nature of particular type. H6: high-group individuals, when placed in the trustor role, will be more likely to trust others than others H7: high-group and high-grid individuals, when placed in the trustee role, will be more likely to send more dollars than others if they get chance H8: high-group individuals, when placed in the divider role, will be more likely to make high offers (% of share) than others H9: high-group and high-grid individuals, when placed in the designator role, will be more likely to divide more dollars than others the more the divider proposes to share with designator 1 Stage 2 There are twelve treatments in four designs (See Table 3). Design 1 consists of four treatments in 24 periods: (i) iterated voluntary contribution mechanism (VCM) with no punishment (NP) with sorting; (ii) iterated VCM with punishment (P) and sorting; (iii) Trust game; (iv) Convex ultimatum game. Design 2 contains four treatments in 24 periods: (i) iterated VCM with no punishment (NP) and no sorting; (ii) P-condition without sorting; (iii) Trust game; (iv) Convex ultimatum game. Design 3 has four treatments in 24 periods: (i) NP-condition-differentiated group role with sorting; (ii) P-condition-differentiated group role with sorting; (iii) 4-person Assurance game; (iv) 2-person Assurance game. Lastly, Design 4 comprised of four treatments in 24 periods: (i) NP-conditiondifferentiated grid role with sorting; (ii) P-condition-differentiated grid role with sorting; (iii) 4-person Assurance game; (iv) 2-person Assurance game. Random assignment treatments serve as a control for the pre-specified algorithm treatments with sorting. DESIGN 1: (1-1) Collective compensation with sorting (NPA) Game Setup: partner VCM with no punishment (NP), 10 periods, teams of four Assignment Rule: high group individuals are concentrated with other high group individuals as much as possible, leaving the low group individuals in other teams. NP-condition reproduces linear public good game where the number of people in the group is set to four. This treatment maximizes team performance based on idea that highgroup individuals tend to cooperate; at the same time there are many conditional cooperator who will induce high effort if others will exert high effort. Conditional cooperators tend to deviate from cooperation when other free ride and exert low effort. Hence to ensure that conditional reciprocators would not retaliate seeing other free riding we separate low group individuals from high group individuals. This way we maximize the overall welfare of the society /community that consists of several units/ teams. In this treatment subjects assignment schedule follows as: 1. All subjects will be ranked according the grid/group characteristics. We run survey before each design to obtain the cultural characteristics. We quantify the cultural characteristics of each individual based on answers they pursue during the survey that consists of 29 questions. First 5 questions identify nationality of the participants, the rest of questions quantify the subjects value and belief system. First, we calculate grid/group indexes in line with formula: 2 grid=((4-Answer[10])/3+(3-Answer[13])/2+(3-Answer[14])/2+(3-Answer[17])/2+(2Answer[18])/1+(3-Answer[22])/2+(Answer[25]-1)/9+(10-Answer[26])/9+(10Answer[27])/9+(10-Answer[28])/9+(10-Answer[29])/9)/11; group=((4-Answer[8])/3+(4-Answer[9])/3+(2-Answer[11])/1+(2Answer[12])/1+(Answer[15]-1)/1+(Answer[16]-1)/3+(3-Answer[19])/2+(3Answer[20])/2+(Answer[21]-1)/2+(Answer[23]-1)/9+(10-Answer[24])/9)/11; The Answer[1], Answer[2]…. are the numbers that quantify and identify the exact answers provided by subjects in the survey. 2. Given the gird/group score for each subject, calculate the average of the scores present in the session (N=20). If the score that belongs to one individual is above the average define it as high and if the score is below define it as low. 3. Now rank all subjects in terms of group score. 4. Assign first highest ranked high-group four subjects (ranked 1-4) in a first team, then assign next four individuals (ranked 5-8) with highest group score into second team; assign next four highest group scored bundle of subjects (ranked 912) into third team, etc. Assignment schedule generates relatively homogeneous teams to maximize overall system performance. Note: In addition to creating a control treatment in which individuals are assigned at random to groups, we can compare the performance of those teams with high average groupness to those with low average groupness. This would actually be a test of the additional hypothesis that collective compensation regimes (which is basically the nature of a VCM without punishment) work better with high-group members in them. (2-1) Enforced compensation regime with sorting (PA) Game Setup: partner VCM with punishment, 10 periods, teams of four. Assignment Rule: high grid individuals are distributed in higher numbers in those groups which have low numbers of high group individuals P-condition differs from NP-condition by punishment stage. Here to ensure that punishment mechanism (social norms) followed by everyone, we assign enough number of high-grid individuals (strong reciprocators) to each team. Strong reciprocators are willing to enforce the rules of the team and hence they are helpful to sustain cooperation and high performance1. P-condition has different assignment rule as follows: “The essential feature of strong reciprocity is a willingness to sacrifice resources for rewarding fair and punishing unfair behavior even if this is costly and provides neither present nor future material rewards for the reciprocator”(Fehr, Fischbacher and Gachter, 2002). 1 3 1. All subjects are ranked according their group score and grid score. Average of the session grid scores and group scores will serve as a threshold for the definition of high/low group, or high/low grid categories. Hence, if the person’s score is above the session’s average score, then we count person as having high score and if it’s below the average score, then the score is categorized as low as before. 2. We rank all subjects according the groups score and take half of subjects with lowest group scores within the session2 as a target. Then we rank the rest of population according the grid score. In the next step of algorithm two highestgrid scored subjects are matched with two lowest-group scored subjects in teams of four. This way we ensure that al low group scored subjects would not cluster in one team and other types of individuals have opportunity to discipline low-group types. Here assignment allows obtaining high performance in a team with mixed cultural types. (1-3) Sequential Action-Trust Game (TG) Game Setup: Trust game, 2 rounds (simultaneous “reflection”, shuffle), one each as trustor and trustee. Either trustor either keeps $3 for self or can entrust $10 to trustee. Trustee observes trustor's action, then allocates any portion of this amount to trustor. In case trustor decides to keep $3 for self, trustee also gets $3. In this treatment we test grid and group characteristics in the following manner: highgroup individuals suppose to trust more and will transfer all $x to the partner in the hope to maximize social surplus and triple initial investment while low group ones trust less and will not transfer money to the partner and the game ends with the payoff of x,x. In turn high-grid individuals might punish bad behavior in the next round. If the trustee receives money then as reward for kind behavior, high-grid ones will return substantial amount of tripled money to the trustor. More generous trustors in the position of reciprocators will send back also large proportion of raised money. This game differs from ultimatum game by letting to see action of social welfare maximizers (altruist) by sharing not a fixed amount of money and also allows heterogeneity in reciprocal behavior by trustees. (1-4) Ultimatum Game Game Setup: Convex ultimatum game, 2 rounds (simultaneous “reflection”, shuffle), one each as divider and designator. Divider decides the dividing rule, namely decides how to split $x and percent of share that goes to him and other party from $x. Designator not knowing the divider’s decision submits his/her decision for each possible dividing rule a divider possibly could choose. Strategy method is used to elicit preferences. Immediately after the trust game subjects experience convex ultimatum game (Andreoni et al. 2003). UG-condition allows us to test group, grid, and role effects at the same time. Therefore, by assigning each subject into two different roles in one period we capture task effect. The role of a divider identifies group characteristic while the role of a 2 All sessions are held with 20 subjects except session 3. 4 designator isolates grid characteristic of the individual. This condition tests two-person interaction in role assignment. Consider bargaining game where total amount of M money has to be divided among two persons. The divider specifies the proportion of the money that he/she offers to the designator. The designator then determines how much money to divide, from zero to $x dollars. The divider faces a punishment threat from the designator such that at worst case the offer may be rejected and both players will get zero dollars. Thus punishment threat makes the divider to be inclined to social norms or fairness. At the same time convexity of the game (the choice of designator is non-binary and wider) allows us to see the increments at which rejections may occur from designator side. Again high-group individuals placed in the roles of Divider will provide more percent of share to counterpart than the low-group persons. High-grid individuals placed in the Designator roles will reciprocate kind behavior by splitting more dollars, and punishing bad behavior by splitting fewer dollars. DESIGN 2: (2-1) Collective compensation without sorting (NPR) Game Setup: partner VCM with no punishment, 10 periods, teams of four. Assignment Rule: random assignment. (2-2) Enforced compensation regime without sorting (PR) Game Setup: partner VCM with punishment, 10 periods, teams of four. Assignment Rule: random assignment. (2-3) Trust Game Game Setup: Trust game, 2 rounds (simultaneous “reflection”, partner pairs), and teams of two. Trustor can dictate 50/50 split of 6 tokens (3 tokens each), or can entrust $10 to trustee. Trustee can then allocate any portion of this amount to trustor. Assignment Rule: random (2-4) Ultimatum Game Game Setup: Ultimatum Convex Game, 2 rounds (simultaneous "reflection", partner pairs) Assignment Rule: random 5 DESIGN 3: (3-1) Collective compensation-partial visibility-with sorting (NPPA) Game Setup: Shuffle VCM with no punishment, 10 periods, teams of four. 1 individual's contribution is visible to everyone in periods 1-5, rest not visible, identity individuals who are visible is not announced. 2 individual's contributions are visible to everyone in periods 6-10. Total payoff cannot be seen until end. Assignment Rule: Assign individuals with highest groupness in each team to be visible (except to individual herself, who sees next highest groupness individual's contribution). Collective actions suffer from free rider problem since not all actions are observable by others. Hence certain types of individual tend to free ride on other by exerting less effort. To prevent this situation we assign particular high-group individuals in positions/tasks where the action taken by individual is observable to others. This transparent role would serve as role model for the rest of team. This treatment allows differentiating roles within the team. Therefore, we rank individuals by group score within the team and the contribution of highest-group individual will be displayed to others in period 1-5. The person with highest group scores observes the contribution of the second highest person within the group. In the next five periods starting from period 6, everyone observes the contribution of the two highest-group scored subjects. The highest-group scored person does see the second and third highest-group ranked subjects’ contributions. The second high-group ranked person observes the first highest groupness and third highest groupness individual’s contributions. (3-2) Collective compensation - partial vision - with sorting (PPA) Game Setup: Shuffle VCM with punishment, 10 periods, teams of 4. 2 high-gridness individuals can see contributions of all others and able to punish, rest cannot see anything in periods 1-6. 2 low-gridness individuals can see contributions of all others and may punish, rest cannot see anything in periods 7-10. Total payoff cannot be seen until end. Assignment Rule: Assign individuals with highest gridness to see contributions of others. Certain tasks and actions taken by team members in real life may turn difficult to observe. This creates a free rider problem where particular tasks can’t be accomplished well. However, with some level of monitoring either random or on regular basis we could prevent “slack” in jobs. Therefore, we introduce a situation where common goal within a team is achieved by combination of different roles. In particular, high-grid individuals by nature follow the norms established within a team and tend to require similar response from others. Thus, high-grid individuals inclined to monitor others and engage in inspection activity on regular basis while low grid individuals do not. Hence, high-grid individuals at their own cost reveal unobservable actions and make it available to others. 6 So, we assign high-grid individuals to roles where the actions of others can be seen. This way we strengthen the position of high-grid individuals who take care about social norms and withdraw from others information on free riding behavior. These way only high-grid ones are specialized in monitoring since others can’t observe others actions. This treatment allows us to see whether high-grid ones really are enforcers and not. Also, we eliminate the selfish-purpose punishment, where in order to benefit in future period individuals other than high-grid may punish others. We inform subjects that there are different roles assigned to everyone and some of roles could observe actions of others. (3-3) Coordinative compensation with sorting 4-person (4AGA) (3-3a) Game Setup: N-person Assurance Game, 1 period, teams of four. Choice A (norm): 5 if everyone chooses A, or 0 otherwise Choice B (non-norm): 3 regardless of what other players choose Assignment Rule: Concentrate high-grid individuals with one another (3-3b) Game Setup: N-person Assurance Game, 1 period, teams of four. Choice A (norm): 5 if everyone chooses A, or 0 otherwise Choice B (non-norm): (3-number of people chosen (A)) regardless of what other players choose Assignment Rule: Concentrate high-grid individuals with one another (3-4) Coordinative Compensation with sorting 2-person (2AGA) (3-4a) Game Setup: N-person Assurance Game, 1 period, teams of two Choice A (norm): 5 if both choose A, or 0 otherwise Choice B (non-norm): 4 regardless of what other player chooses Assignment Rule: Concentrate high-grid individuals with one another (3-4b) Game Setup: N-person Assurance Game, 1 period, teams of two Choice A (norm): 5 if both choose A, or 0 otherwise Choice B (non-norm): 4 if both players choose (B) and 2 if other player chooses (A) Assignment Rule: Concentrate high-grid individuals with one another Assurance game is a coordination situation where two or more players better off if they coordinate on their decisions rather not. There are two equilibria in this game: one is Pareto dominant that produces higher payoff; Risk dominant equilibrium generates lower payoff but not that low as the risky case. So no matter what the other players have chosen you ensure non-risky payoff for yourself (but lower then Pareto optimal) by choosing 7 the second available choice rather than first available choice. On the other hand there is an incentive to maximize your payoff by coordinating with others in your team. In the 4-person game, participant will be divided into groups of four. Both the grouping and the role assignment will be anonymous, meaning that no one will know which of the other people they are playing with at any time, and no one will know any other person’s role at any time. In the game, each player separately and independently choose one of two options: (A) or (B). All players will make their choices at the same time without knowing the other’s choice. In part (3-3a) all four players will accumulate points based on the combined choices that Players make. At the end of the experiment, the points that each player accumulates will be converted to money at the rate of (1) dollars per point. If all players coordinate on their decisions and choose A, they all get 5 each. If all players fail to coordinate and choose B, they all get 3 points each. In case of mismatch in the choice (some of players choose A and some of them choose B) then players who have chosen A will get zero while players who chosen B will get 3 points. The assignment schedule is as follows: 1. Rank all subjects according their grid score. 2. Assign first highest four participants with high-grid score into first team, then assign the second best ranked four subjects into second team, etc. The assurance game can be set up so that with sufficiently high grid, a person will continue to follow the most cooperative (Pareto superior) strategy unconditionally, even if others fail to do so. High group, on the other hand, would clearly tend to lead to this strategy only conditional on others following it. DESIGN 4: (4-1) Collective compensation-partial visibility-without sorting (NPPR) Game Setup: Shuffle VCM with no punishment, 10 periods, teams of 4. 1 random individual's contributions are visible to everyone in perids 1-5, rest not visible, specific individuals are not announced. 2 random individual's contributions are visible to everyone in perids 6-10, rest not visible, specific individuals are not announced. Total payoff cannot be seen until end. Assignment Rule: random (4-2) Collective compensation - partial vision ( Game Setup: Shuffle VCM with punishment, 10 periods, teams of 4. 2 individuals can see contributions of all others and may punish, rest cannot see anything. Total payoff cannot be seen until end. Assignment Rule: random 8 (4-3) Coordinative Compensation - 4 person (4AGR) (4-3a) Game Setup: N-person Assurance Game, 1 period, teams of four. Choice A (norm): 5 if everyone chooses A, or 0 otherwise Choice B (non-norm): 3 regardless of what other players choose Assignment Rule: random (4-3b) Game Setup: N-person Assurance Game, 1 period, teams of four. Choice A (norm): 5 if everyone chooses A, or 0 otherwise Choice B (non-norm): (3-number of people chosen (A)) regardless of what other players choose Assignment Rule: random (4-4) Coordinative Compensation - 2 person (2AGR) (4-4a) Game Setup: N-person Assurance Game, 1 period, teams of two Choice A (norm): 5 if both choose A, or 0 otherwise Choice B (non-norm): 4 regardless of what other player chooses Assignment Rule: random assignment (4-4b) Game Setup: N-person Assurance Game, 1 period, teams of two Choice A (norm): 5 if both choose A, or 0 otherwise Choice B (non-norm): 4 if both players choose (B) and 2 if other player chooses (A) Assignment Rule: random assignment. To insure the understanding of payoffs involved in the experiment subjects complete a quiz and two practice periods are conducted before treatment starts to ensure that they are familiar with the software. After the experiment, a questionnaire is given to ascertain the participants’ strategies and opinions about the experience. 9 Table 3. Experimental Design of stage 2 Design 1 Treatments NPA, PA, Trust, Convex UG Periods Groups Session 10, 10, 2, 2 10 1, 6 Design 2 NPR, PR, Trust, Convex UG 10, 10, 2, 2 9 3, 7 Design 3 NPPA, PPA, 4AGA, 2AGA 10,10, 2, 2 10 2, 5 Design 4 NPPR, PPR, 4AGR, 2AGR 10,10, 2, 2 10 4, 8 NP-stands for VCM with no punishment; P stands for VCM with punishment; NPP stands VCM with no punishment-partial visibility; PP –VCM with punishment-partial vision; AG indicates N-person assurance game; all last letters such as A indicate assignment algorithm and R means random. 10