Experimental Design Details
I. Menstrual cycle tracking phase: Participants will monitor their menstrual cycles for three months. Each month, they will report the start date of their period, the duration of their cycle in days, and any irregularities they experience, such as irregular bleeding, missed periods, or the initiation of contraceptive use. This information enables us to accurately determine each participant’s cycle length and menstrual phase at the time of the experimental online survey (as in \cite{Buser2012}). To maintain anonymity, participants will submit their cycle data through an online Qualtrics survey using their anonymous Prolific ID. This ID allows us to link data from the tracking phase to the online survey while ensuring confidentiality.
Participants will receive tracking reminders via Prolific’s anonymous messaging tool, which allows experimenters to communicate securely with registered participants. This ensures consistency in data collection throughout the study. A few weeks before the three-month tracking period ends, participants will receive suggested time slots for scheduling their online experiment session. This step is crucial to maintaining a balanced sample across the three main menstrual phases (Ovulation, Premenstrual, and other phases).
II. Online Experiment: Following the tracking phase, participants will take part in an experimental online survey that includes a bargaining game designed to simulate real-world economic scenarios, such as salary negotiations. In this game, two female participants negotiate the division of a fixed sum of money (the "pie size"). While the total amount is known to both players, only one participant—the informed player—knows the actual value of the pie, whereas the other—the uninformed player—does not. Participants are randomly assigned to one of these roles and retain the same role throughout the experiment. The negotiation process focuses on determining the uninformed player's share of the pie.
The game consists of ten rounds, with participants being randomly paired in each round using a random-stranger matching protocol. A bargaining round concludes when the uninformed player's request matches the informed player's offer within a time limit, resulting in a deal. If an agreement is reached, the uninformed player receives the agreed share, while the informed player's earnings equal the remaining portion of the pie. If no agreement is reached within the fixed time frame, both players receive nothing.
At the end of the experimental online survey, we also assess participants’ risk and social preferences, which are controlled for in the analysis.
Additional measures and questionnaire: At the end of the experiment, we elicit demographics (age, nationality, education, and income). Additionally, we will obtain information about their current menstrual cycle to verify the data obtained from their prior menstrual cycle tracking. Lastly, we also ask hypothetical questions about their bargaining and risk attitudes.
Computer will replace disconnected players in the Bargaining game:
To avoid losing the data a whole matching group due to disruptions caused by connectivity issues, a computer-controlled player will be introduced if a participant loses connection after a bargaining round has begun. In these cases, a computer player takes over the disconnected participant’s role for the remainder of the rounds. The replacement is not pre-assigned and is triggered only in real-time. Participants are informed on-screen if they are interacting with a computer player rather than a human player and about the strategy the computer player uses. The computer player behaves according to fixed, randomized rules: in the initial bargaining stage, if assigned the role of an informed player, it proposes a random value between £0.00 and the actual pie size in the respective round; if uninformed, it selects a random value between £0.00 and £24.00 (the maximum pie size). In the simultaneous bargaining stage, the computer moves the slider to a random position every 8 seconds until second 24 with no change afterwards. If a round involving a computer player is selected for payment, participants receive the payoff corresponding to the outcome of that round.
In the main analysis, we will include all matching groups, even those where a computer player replaced a disconnected participant. However, we will exclude only the specific rounds in which a computer was actively involved in the interaction.
As a robustness check, we will re-run the analysis excluding entire matching groups that had any computer replacement, unless doing so results in too few observations for meaningful regression analysis.