• Title/Summary/Keyword: 공공재게임

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Are Academically Gifted Kids More Cooperative? An Analysis of Social Preference and Interactions in Social Dilemma Situations Among Academically Gifted Kids (영재들은 협력도 잘 할까? : 사회적 딜레마에서 영재들의 사회적 선호 및 상호작용 분석)

  • Kim, Nayoung;Choi, Minsik
    • Journal of Gifted/Talented Education
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    • v.27 no.1
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    • pp.59-80
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    • 2017
  • In this study, we investigate social preference of gifted students by analyzing their behaviors in social dilemma situations. We conducted an experimental study using ultimatum games and public goods games with 132 academically gifted middle school students who attended the Ewha-Seodaemun Center for gifted education from 2012 to 2016. We also experimented the same games with 87 regular students for comparative analysis. The result of ultimatum game experiment shows that there is no statistical difference in the proposed share of both groups. Their proposed share ranges from 37% to 38% as expected in other similar studies. However, the rejection rate of the respondents to the proposals with small share are significantly higher among gifted students than among their regular counterparts. This result implies that the gifted students show stronger negative reciprocity, meaning that they tend to punish selfish behaviors even when it takes some costs. In finitely repeated public goods game experiments, the results show that both groups' contribution rates decrease toward the end of the experiments. However, the gifted students show strategic cooperation by attempting to increase the other members' contribution rate within an experimental group. This implies that gifted students tend to care more about how to increase their own expected rewards by reciprocating other students' behaviors.

Quasi-public operating Bus nature of the public interest as a moral hazard - Game theoretical approach as the Yeosu area cases (도덕적 해이로서 공익적 성격의 버스운송 체계 - 여수 시내버스 사례에 대한 게임이론적 접근)

  • Lee, Moo-Seong
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.11
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    • pp.1285-1296
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    • 2015
  • As examples of the region's transition to quasi-public goods a previous stage of full public goods also extremely limited in research. However, in this way can it compensate for this paper as a system to minimize moral hazard by electronic information and communication systems focused on safety in accordance with the methods and gave public goods introduction of grafting of electronic information systems played the Yeosu area to specific cases I went to the deployment.

Estimating Method of Starting Point Bias in Bidding Game (서베이를 이용한 입찰게임에서 출발점 편의의 추정)

  • 박용치
    • Survey Research
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    • v.4 no.2
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    • pp.63-86
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    • 2003
  • The objective of this study was to investigate the existence of starting point bias in the bidding game contingent valuation elicitation technique when determining willingness to pay (WTP) for improving the qualify of running water in Seoul and its vicinity. Of all existing contingent techniques, the bidding game most closely mimics the normal price taking behavior in local markets. Three different starting points (low, medium and high) were used to determine WTP and the existence of starting point bias in the meanwhile respectively. The respondents were randomly assigned to the three different starting point groups in order to ensure homogeneity, so that any variation seen in WTP could be attributed to the starting point effects. And a pretested interviewer-administered questionnaire used to elicit WTP. Non-parametric test and the logit model were used to analyze the data for evidence of starting point bias. In this instance, the high starting point group had a high WTP, and low starting point group had a low WTP. This means there exist starting point bias in estimating WTP by bidding game in this instance. This finding might signal that people may actually be making up their minds on the maximum amount they are willing to pay for running water service as a bidding iterating is going on and is influenced by the starting point used in the bidding game. The problem of slaking point bias can be avoided if the respondent is asked directly for the maximum WTP without payment cards or a bidding game. But such a question is perceived as being very difficult to answer and this leads to problems of non-response and being unrealistic.

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The Research of User Experiences of Participants of Public Comics Festival - In the center of Cosplay Sector of Bucheon International Comics Festival (공공 만화축제 참여자의 사용자경험에 대한 연구 - 부천국제만화축제의 코스프레 부문을 중심으로)

  • Chang, Jun-Do;Yoon, Wn-Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.263-291
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    • 2016
  • Recently, by growing of Korean comics/animation markets and number of consumers, the more people have been reproducing culture contents into derived contents. However, user experience of active users who enjoy these cultures have not been accepted well like other local culture festivals in South Korea, though there are high potentials of vitalization comics/animation festivals using the active users. In this study, the experiences of participants of BICOF (Bucheon International Comics Festival) from 2013 to 2014 researched using the method of ethnography, especially using (group) interviews and participant observations. The result from the research indicates that cosplayers have limited range of participation inside of festival. And they have negative experiences during their participation into festivals. Therefore, this study suggests necessity of methodology of continuous reflecting of the user experiences of active users into festival, for the solution of the successful festival, who was objectified in the festival.