Experimental Design
1) General setting:
Subjects play a retail game in which the retailer determines both the retail price and the wholesale price paid to the producer. In this game, the producer is simulated and produces a quantity of the good that depends on the wholesale price.
The retail price determines the market demand, while the wholesale price determines the offered quantity.
Participants will make their decisions using sliders. To eliminate any potential bias from the initial slider positions, they will first need to click anywhere on the screen to activate and display the sliders.
To assist participants in making their decisions, a simulator will be provided at the bottom of their screen. This tool will allow them to estimate their potential payoff based on different retail and wholesale price values.
To minimize subjects’ fatigue, a non-binding 90-second timer will be displayed. While the timer counts down, participants can still take action even after it expires.
The experiment consists of 12 rounds; however, participants will not be informed of the exact number to minimize potential end-game effects. At the end of each round, participants will receive feedback on their earnings for that round.
To make sure participants understood the rules of the game, they will first answer some understanding questions.
A) Baseline game:
In the baseline game, subjects play as a retailer only. In each round, they independently select a wholesale price and a retail price. There is no interaction between participants.
The primary objective of this baseline is to ensure that participants set prices in a way that aligns market demand with the quantity supplied.
B) Treatments:
Participants play the same retail game, but with the introduction of the activist/certifier. At the start of the experiment, participants are randomly assigned by the computer to one of two roles: activist/certifier (a third-party in the game) or retailer.
Each participant is placed in a group of six players, consisting of three activists/certifiers and three retailers, and is informed of their role. Participants remain in the same group and retain their assigned role throughout the entire session.
In each round, one activist/certifier is randomly paired with one retailer using an imperfect stranger matching protocol. Participants are informed that they will only interact with others within their group of six. While they may be paired with someone they have interacted with previously, all interactions are anonymous, ensuring decisions remain confidential.
Participants are informed that their role involves making sequential decisions:
i) First, the third-party proposes a fairness standard, defined as the ratio of the wholesale price to the retail price, and sets a sanction to be imposed on the retailer if the standard is not accepted.
ii) Next, the retailer decides whether to accept or reject the third-party’s proposal. If the retailer accepts, they only need to set the retail price, with the wholesale price adjusting automatically. If the retailer rejects the proposal, they independently set both the retail and wholesale prices but incur the monetary sanction.
At the end of each round, participants will receive feedback on their earnings for that round. Additionally, the third-party will be informed whether the retailer accepted or rejected their proposed fairness standard regarding the relationship between the retail price and the wholesale price.
Per session, we will consider between three and four groups of six subjects. There will be no interaction between these groups within a session.
2) Additional information on the treatments:
As previously explained, we consider four different treatments:
- One with a “low cost” of sanctioning and without information on the producer’s surplus displayed on the activist/certifier’s screen (Low-NoInf);
- One with a “high cost” of sanctioning and without information on the producer’s surplus displayed on the activist/certifier’s screen (High-NoInf);
- One with a “low cost” of sanctioning and with information on the producer’s surplus displayed on the activist/certifier’s screen (Low-Inf);
- One with a “high cost” of sanctioning and with information on the producer’s surplus displayed on the activist/certifier’s screen (High-Inf).
The distinction between "high" and "low" sanctioning costs is directly derived from our theoretical model, which demonstrates that the extent of excess supply is influenced by the activist/certifier’s ability to impose sanctions at a low cost.
The decision to provide information on the producer’s surplus aims to assess whether participants, particularly the activists/certifiers, adjust their choices in response to the potential negative impacts on producers' welfare.
Participants will take part in only one treatment.
3) Subjects’ payoff:
In the baseline version of the game (retailer only), subjects’ payoff will be determined by their own choices.
In the treatments (activist/certifier and retailer), subjects’ payoff will depend on their choice as well as the choice of the other subject they are matched with.
They are informed that their final payoff will be determined by their earnings from a single round, randomly selected by the computer at the end of the experiment.