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

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Author Info
Kris De Jaegher ()

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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.

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Publisher Info
Paper provided by Utrecht School of Economics in its series Working Papers with number 08-31.

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Length: 23 pages
Date of creation: Oct 2008
Date of revision:
Handle: RePEc:use:tkiwps:0831

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Related research
Keywords: Multi-Player Electronic Mail Game; Collective Action; Communication Networks.;

Find related papers by JEL classification:
D82 - Microeconomics - - Information, Knowledge, and Uncertainty - - - Asymmetric and Private Information
D85 - Microeconomics - - Information, Knowledge, and Uncertainty - - - Network Formation
D71 - Microeconomics - - Analysis of Collective Decision-Making - - - Social Choice; Clubs; Committees; Associations

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