"Need to Know" Versus "Spread the Word": Collective Action in the Multi-Player Electronic Mail Game

    Research output: Working paperAcademic

    Abstract

    As shown by Rubinstein (1989, AER), in the two-player electronic mail game,
    players are better off if the extent to which they can check each other’s information, check each other’s information about each other’s information, etc., is limited. This paper investigates to what extent this result extends to the multi-player electronic mail game. It is shown that, contrary to the two-player game, the multi-player game has a plethora of equilibria. If players play inefficient equilibria where they require a specific communication network to be established in order to achieve collective action, then Rubinstein’s results extend. However, contrary to the two-player game, the multi-player game also has equilibria where players find many alternative communication networks sufficient to undertake collective action. If players play such equilibria, then contrary to what is the case in the two-player electronic mail game they can become better off with more information.
    Original languageEnglish
    Place of PublicationUtrecht
    PublisherUU USE Tjalling C. Koopmans Research Institute
    Number of pages23
    Publication statusPublished - Oct 2008

    Publication series

    NameDiscussion Paper Series / Tjalling C. Koopmans Research Institute
    No.31
    Volume08
    ISSN (Electronic)2666-8238

    Keywords

    • Multi-Player Electronic Mail Game
    • Collective Action
    • Communication Networks

    Fingerprint

    Dive into the research topics of '"Need to Know" Versus "Spread the Word": Collective Action in the Multi-Player Electronic Mail Game'. Together they form a unique fingerprint.

    Cite this