Time for memorable consumption

IF 1 3区 经济学 Q3 ECONOMICS Games and Economic Behavior Pub Date : 2024-10-05 DOI:10.1016/j.geb.2024.09.010
Stefania Minardi , Andrei Savochkin
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引用次数: 0

Abstract

A consumption event is memorable if the memory of the event affects well-being at times after the material consumption, as originally introduced by Gilboa et al. (2016). Our main contribution is to develop an axiomatic foundation of memorable consumption in a dynamic setting. Preferences are represented by the present value of the sum of utilities derived at each date from the current consumption and from recollecting the past. Our model accommodates well-known phenomena in psychology, such as the peak-end rule, duration neglect, and adaptation trends. We also provide foundations for a prominent special case of the representation with the Markovian property. The model is illustrated with applications in two different contexts: risk-taking behavior in a principal-agent problem and life-cycle consumption-savings decisions.
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值得纪念的消费时间
根据 Gilboa 等人(2016 年)的最初介绍,如果对消费事件的记忆会在物质消费之后的一段时间内影响人们的幸福感,那么该消费事件就是值得纪念的。我们的主要贡献是为动态环境中的记忆性消费建立了一个公理基础。偏好由每个日期从当前消费和回忆过去中获得的效用总和的现值来表示。我们的模型适用于心理学中众所周知的现象,如峰值结束规则、持续时间忽略和适应趋势。我们还为具有马尔可夫特性的表征的一个突出特例提供了基础。该模型在两种不同情况下的应用进行了说明:委托-代理问题中的冒险行为和生命周期消费-储蓄决策。
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来源期刊
CiteScore
1.90
自引率
9.10%
发文量
148
期刊介绍: Games and Economic Behavior facilitates cross-fertilization between theories and applications of game theoretic reasoning. It consistently attracts the best quality and most creative papers in interdisciplinary studies within the social, biological, and mathematical sciences. Most readers recognize it as the leading journal in game theory. Research Areas Include: • Game theory • Economics • Political science • Biology • Computer science • Mathematics • Psychology
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