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We study experimentally persuasion games in which a sender (e.g., a seller) with private information provides verifiable but potentially vague information (e.g., about the quality of a product) to a receiver (e.g., a buyer). Various theoretical solution concepts such as sequential equilibrium or...
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Intuitively, we expect that players who are allowed to engage in costless communication before playing a game would be … foolish to agree on an inefficient equilibrium. At the same time, however, such preplay communication has been suggested as a … communication among players leads to a Nash equilibrium (NE) of the action game. Within the set of NE, efficiency then turns out to …
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whenever possible, thereby develop a theory of credible communication. Predictions confirm the longstanding intuition for …
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model of communication in games and investigate the importance of when communication takes place. Sending a message before … are believed whenever possible. Applying our results to Aumann's Stag Hunt game we find that communication is useless if …
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