Experimental Design
1) General setting:
Subjects play a consumer choice game in which we explain them that they have to choose quantities of (fictious) goods, good A and good B, they would like to buy, taking into account:
- the available budget;
- the prices (price A and price B) of each good.
The quantities they choose allow them to earn a payoff (expressed in Experimental Currency Units, ECU). The payoff function is based on a classic Cobb-Douglas function. Therefore, subject’s main objective is to solve an optimization problem at each round of the game.
In our game, subjects have no paper and pencil, nor calculator to make their decision (mobile phones will be switched off).
Subjects know that they cannot save money from their budget for other rounds. Moreover, if they spend more than the available budget, then subjects receive 0 ECU.
Subjects have to make their decision in a limited amount of time. The amount of time will be determined through a pilot study with around 25 subjects. The pilot study will use the same design with two minutes in each round to make their decision. To incite them to provide both quick, intuitive answers and more thoughtful ones, a round and a time within the two minutes will be drawn at the end of the experiment. This round and time will determine the participant's answer and the associated gain. It is therefore in the participants' interest to provide an answer as quickly as possible (as they receive no gain if they do not provide an answer before the randomly drawn time) and to keep thinking to eventually come up with a better answer before the two minutes are up.
The game is repeated, each round corresponding to different values of prices and budget.
Subjects select the quantities of good A and of good B using a cursor on sliders. To avoid any influence of the initial position of the cursor, subjects will have to first click on the screen to make appear the cursors. Then, they will be able to use them to select the quantities they want.
We consider three different phases of ten rounds:
- A first phase of ten round without any instrument being implemented.
- A second phase of ten rounds with an instrument (nudge or boost) or no instrument (control).
- A third phase of ten round without any instrument being implemented.
Before the start of the game, we will ask questions to measure subjects’ understanding of the game.
Finally, five rounds of the first phase are repeated in the second phase and, then, in the third one. This is another way to assess whether or not subjects learn over time.
2) Treatments:
We consider 4 different types of groups:
1) Control group: no instrument is implemented during the second phase of ten rounds.
2) Nudge treatment: a default option is implemented during the second phase of ten rounds. The optimal quantities of goods A and B are pre-selected for subjects (but they are not aware that the pre-selection corresponds to the optimal choice).
3) Boost treatment 1: at the beginning of the second phase (but before subjects play), subjects are shown a video to teach them the intuition to find the optimal quantities of goods A and B. Before the first round of the second phase, they can watch the video anytime they want. However, once they indicate that they understood, they can no longer watch it.
4) Boost treatment 2: during the second phase (at each round), subjects are shown the formula to compute the optimal quantities of goods A and B. This formula is no longer shown in the third phase.