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Target-the-Two: A Lab-in-the-field Experiment on Routinization

Author

Listed:
  • Giuseppe Attanasi

    (Université Côte d'Azur, France
    GREDEG CNRS)

  • Massimo Egidi

    (LUISS University, Rome)

  • Elena Manzoni

    (University of Bergamo)

Abstract

The paper investigates the determinants of routinization and creativity by means of a lab-in-the-field experiment run at the 20th edition of a mass gathering festival in Italy ("La Notte della Taranta"). In the experiment, subjects play repeatedly the puzzle version of Target-The-Two game (32 hands). We find that when we focus on expert subjects there is no difference in behavior between creative and routinized individuals. When we consider inexpert subjects, instead, routinized individuals perform better, due to the fact that they are faster. However, routinization, although increasing the likelihood to complete all the 32 hands of the game, it increases the number of moves needed to complete them, which ultimately decreases the likelihood to win the game.

Suggested Citation

  • Giuseppe Attanasi & Massimo Egidi & Elena Manzoni, 2021. "Target-the-Two: A Lab-in-the-field Experiment on Routinization," GREDEG Working Papers 2021-43, Groupe de REcherche en Droit, Economie, Gestion (GREDEG CNRS), Université Côte d'Azur, France.
  • Handle: RePEc:gre:wpaper:2021-43
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    References listed on IDEAS

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    More about this item

    Keywords

    creativity; routinization; Target-The-Two game; lab-in-the-field experiment;
    All these keywords.

    JEL classification:

    • C93 - Mathematical and Quantitative Methods - - Design of Experiments - - - Field Experiments
    • D91 - Microeconomics - - Micro-Based Behavioral Economics - - - Role and Effects of Psychological, Emotional, Social, and Cognitive Factors on Decision Making
    • O31 - Economic Development, Innovation, Technological Change, and Growth - - Innovation; Research and Development; Technological Change; Intellectual Property Rights - - - Innovation and Invention: Processes and Incentives

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