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We show how to bound the effect of belief-dependent preferences on choices in sequential two-player games without information about the (higher-order) beliefs of players. The approach can be applied to a class of belief-dependent preferences which includes reciprocity (Dufwenberg and...
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In this paper we investigate how players learn about their preferences for different modes of play and how this influences their engagement in a popular franchise video game. An important aspect of players' session-level data from a specific generation of the game is that they budget their game...
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