Key Terms Flashcards

1
Q

Bias

A

a systematic violation from the normative assumption

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2
Q

Heuristics

A

the “fast”, automatic decision rules people use that result in biases

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3
Q

External Validity

A

the ability to transfer experiment conclusions to a wider setting outside the experiment

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4
Q

Utility Function

A

summarizes the preferences of a consumer in terms of how much satisfaction, or (dis)utility, they get from consuming an available good or bundle of goods

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5
Q

The Independence of Irrelevant Alternatives (IIA) criterion states that…

A

…an alternative is irrelevant if the removal of it does not change the choice.

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6
Q

Priming Effect

A

when exposure to a certain stimulus subconsciously influences an individual’s response to subsequent stimuli

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7
Q

Availability Heuristic

A

the ease with which an idea comes to mind affects how we estimate the likelihood or frequency of an event

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8
Q

Transaction Utility

A

the utility that individuals derive from the process of making a purchase or participating in a transaction, separate from the utility they receive from consuming the good or service itself

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9
Q

Reference Dependence

A

individuals evaluate outcomes relative to a reference point, and then classify gains and losses

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10
Q

Status Quo Bias

A

when individuals exhibit a preference for the existing state, either by maintaining the current situation through inaction, or adhering to a prior decision (Samuelson & Zeckhauser, 1988)

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11
Q

Endowment Effect

A

endowing someone with a good changes their valuation of that good

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12
Q

Loss-Aversion

A

when an individual is willing to pay more to avoid losing an object than they are willing to pay to gain it

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13
Q

Preference Reversal

A

a change in the relative frequency by which one option is favoured over another (Lichtenstein and Slovic, 1973)

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14
Q

Within-Subject Experiments

A

each individual is exposed to more than one of the treatments being tested, and their behaviour under each condition is compared against

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15
Q

Between-Subject Experiments

A

each individual is exposed to only one treatment, and behaviour between subjects under different conditions is compared

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16
Q

Compromise Effect

A

the tendency to choose non-extreme options

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17
Q

Decoy Effect (aka. Asymmetric Dominance Effect)

A

when consumers change their preference between two options when presented with a third option that is “asymmetrically dominated”

18
Q

Disjunction Effect

A

the tendency for people to want to wait to make decisions until information is revealed , even if the information isn’t really important for the decision, and even if they would make the same decision regardless of the information

19
Q

Risk

A

probabilities are known and objective, with researchers able to observe everyone’s shared belief of likelihoods

20
Q

Uncertainty (aka. Ambiguity)

A

probabilities are unknown and subjective, with researchers unable to directly observe people’s different beliefs on likelihoods

21
Q

Independence Axiom

A

introducing irrelevant prizes should not affect the consumer’s lottery preferences

22
Q

Archimedean Axiom

A

no lottery is infinitely good or infinitely bad

23
Q

Prospect Theory

A

behavioural model that shows how people decide between alternatives that involve risk and uncertainty

24
Q

Common Ratio Effect

A

when people focus on the ratio probability rather than the absolute probability

25
Q

Subadditivity

A

when people do not perceive probabilities as summing to one

26
Q

Skew Symmetric

A

the utility one gains from obtaining x and leaving y is the same as the disutility gained from obtaining y and leaving x

27
Q

Pessimism

A

an event seems more likely to occur if it’s much worse than another event

28
Q

Naïve Probability Weighting

A

when our perception of probabilties, π(p), is very different from the actual probabilties of an event, causing the sum of probabilities to not equal one

29
Q

Reflection Effect

A

having opposite preferences for gambles that have the same probability, but different signs

30
Q

Rank Dependent Utility

A

where probability weighting depends on both the probability of a prize and its rank in the lottery

31
Q

Completeness Axiom

A

any two bundles can be compared

32
Q

Reflexivity Axiom

A

any bundle is at least as good as itself

33
Q

Transitivity Axiom

A

if the consumer thinks that X is at least as good as Y, and that Y is at least as good as Z, then the consumer thinks that X is at least as good as Z

34
Q

Anchoring

A

the tendency to rely too heavily on the first piece of information available when making decisions

35
Q

Defaults

A

choices and/or settings presented to individuals, who must make deliberate actions to change them

36
Q

Mental Accounting

A

a theory of grouping and categorizing money and transactions so that an individual may systematically evaluate the potential trade-offs

37
Q

Certainty Equivalent (aka. Pound Equivalent)

A

the lowest amount of money-for-certain that an individual would be willing to accept instead of a lottery.

38
Q

Money Pump

A

when a pattern of intransitive or cyclical preferences causes a decision maker to be willing to pay repeated amounts of money to have these preferences satisfied without gaining any benefit

39
Q

Cognitive Psychology

A

studies the representation and processing of information by complex organisms; Tversky and Kahneman (1974) are the leaders in this field

40
Q

Framing Effect

A

when an individual’s decision making is influenced by the way information is presented

41
Q

Regret Theory

A

an individual’s preference for a gamble depends upon the other possible options that may be chosen

42
Q

Regret Aversion

A

you can rank outcomes; one prefers two small disappointments to one large one