Experimental Design Details
In each session, 21 fishers take part in a classroom-style experiment with a modicum of privacy in taking decisions. There are white balls and orange balls representing natural and human causes of events, respectively, and the balls contain within them the draws from nature (white ball, red or green coin) and the draws from the choices of another player in the room (orange ball, star or flower).
In Round 1, participants, after passing a comprehension test, take their decision on whether to play the action 'star' or 'flower' without knowledge of the urn draw and the choice of the Designated Player, who is the co-player of each participant. Payoffs in the round are determined by a Modified Chicken Game as in Diekert et al. (2025, JAERE), adjusted for the local currency (1 US$ is replaced by 100 KES and so on). After the decision, we elicit subjective beliefs about the choice of the Designated Player vis-à-vis the participant and the outcome of the urn draw for the participant. Participants are provided with a complete feedback after the round: Their own choice, the choice of the Designated Player, and the urn draw. leading to an outcome. There are eight possible histories, five of which result in a zero-payoff ("adverse") event.
An adverse event materializes if at least one of two conditions is fulfilled: (i) a red coin was randomly assigned to the participant (natural cause); (ii) both the participant and the designated co-player choose action H (anthropogenic cause). Under all other circumstances, a favorable event results: The payoffs for a player are KES 100 for the action L and KES 300 for action H. Before moving on to Round 2, participants experience the event, favorable or adverse, of Round 1 and are informed about their own action, that of the designated co-player (action L or H), and the urn draw (green or red coin). For Round 2, a new Designated co-player is determined through a random procedure and a new urn draw applies. Otherwise, Round 2 is identical to Round 1.