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Learning and Psychological Effects from Peers in a Competitive Environment: Evidence from the PGA Tour 竞争环境中同伴的学习和心理影响:来自美巡赛的证据
Pub Date : 2015-10-28 DOI: 10.2139/ssrn.2682817
D. Hickman, Neil Metz
Identifying the impact that an individual’s peers have on his or her own performance outcomes is difficult to do in practice. Examining data from professional golf tournaments provides a unique opportunity to produce such estimates in that players compete in a high stakes setting, completing tasks in a discrete order with a group of randomly assigned peers. In a previous study, Guryan, Kroft, and Notowidigdo (2009) focus on how the ability of one’s playing partner impacts one’s own score in each round, finding little to no evidence of peer effects. We make use of detailed shot-level data, and focus on how putts taken by peers on a given hole impact the outcomes for an individual. There are at least two potential effects experienced by observing the performance of a peer. One is that a player learns about the features of the green: slope, speed or other relevant factors. The second effect is that a player experiences a psychological impact by seeing another player succeed or fail on a given shot. We find that the learning effect from simply observing other players has a positive impact on a player’s success. We also find evidence that a player’s success is negatively related to how successful his peers have been to that point.
在实践中,很难确定一个人的同事对他或她自己的绩效结果的影响。检查职业高尔夫锦标赛的数据为得出这样的估计提供了一个独特的机会,因为球员们在一个高风险的环境中比赛,以离散的顺序与随机分配的一组同龄人一起完成任务。在之前的一项研究中,Guryan、Kroft和Notowidigdo(2009)关注的是一个人的游戏伙伴的能力如何影响自己在每一轮中的得分,几乎没有发现同伴效应的证据。我们利用详细的击球水平数据,并关注同伴在给定洞上的推杆如何影响个人的结果。通过观察同伴的表现,至少有两种潜在的影响。一是玩家了解果岭的特征:坡度、速度或其他相关因素。第二个影响是,玩家看到其他玩家在特定射击中成功或失败,会产生心理上的影响。我们发现,通过观察其他玩家而获得的学习效果对玩家的成功具有积极影响。我们还发现有证据表明,玩家的成功与其同伴的成功程度呈负相关。
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引用次数: 0
An Experimental Study of Decision Process with Interactive Technology 基于交互技术的决策过程实验研究
Pub Date : 2015-09-14 DOI: 10.2139/ssrn.2347698
A. Samek, Inkyoung Hur, Sung-Hee Kim, Ji Soo Yi
We investigate the effect of different interactive technologies on the decision-making process in an information search laboratory experiment. In our experiment, the participant makes a selection from a list of differently-valued objects with multiple attributes. We compare presenting information in static form to two methods of interactive presentation. In the first, the participant can manually sort objects by attribute, a capability similar to that found in spreadsheet software. In the second, we present an interactive visual tool that (1) automatically sorts all objects by attribute and (2) uses visual cues for comparisons. Manual sorting capability does not cause an improvement in decisions in this context. On the other hand, the visual tool increases the value of the objects selected by the participant and decreases time spent deliberating. We also find that our interactive presentations affect the decision-making process of participants by changing the number of intermediate options considered. Our results highlight the importance of investigating the effect of technology on information search, and suggest that appropriate interactive visual displays may improve search in practice.
在一个信息搜索实验室实验中,我们研究了不同交互技术对决策过程的影响。在我们的实验中,参与者从具有多个属性的不同值对象列表中进行选择。我们将静态形式的信息呈现与两种交互式呈现方式进行了比较。首先,参与者可以按属性手动对对象进行排序,这一功能类似于电子表格软件中的功能。在第二部分中,我们提出了一个交互式可视化工具,它(1)根据属性自动对所有对象进行排序,(2)使用视觉线索进行比较。在这种情况下,手动排序功能不会改善决策。另一方面,视觉工具增加了参与者选择对象的价值,减少了花费在审议上的时间。我们还发现我们的互动演示通过改变被考虑的中间选项的数量来影响参与者的决策过程。我们的研究结果强调了研究技术对信息搜索的影响的重要性,并建议适当的交互式视觉显示可以在实践中改善搜索。
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引用次数: 2
Ready for Patenting 准备申请专利
Pub Date : 2015-06-02 DOI: 10.2139/SSRN.2613696
Mark A. Lemley
Patent law has tried to find a middle ground between a vision of invention as a mental act and a competing vision that focuses on the actual building of a working product. The definition of invention in the 1952 Patent Act incorporates both conception and reduction to practice, sometimes choosing the first to conceive as the inventor and at other times choosing the first to reduce an invention to practice. But in trying to walk that middle ground, patent law has actually discouraged inventors from getting their inventions to work in practice, rewarding those who run to the patent office before they are fully done with the invention and giving them precedence over those who take the time to make sure their invention works by building and testing it. The problem is even worse under the new America Invents Act passed in 2011, which encourages patentees to file their applications as soon as possible. The fact that the law encourages inventors to file first and figure out later how (or even if) the invention works for its intended purpose is unfortunate. It produces underdeveloped patent applications that do not communicate useful information to the world. It facilitates the rise of patent trolls who obtain patents but never bother to produce a product, instead making a business of suing those who do. And it pushes people to patent things just in case, adding more patents into a system already overburdened with them.I reject proposals to go to the opposite extreme, requiring patentees to make products. But we should not be in the position in which we currently find ourselves: treating inventors less favorably if they try to build and test their inventions In this paper, I offer some thoughts on ways we might seek to protect inventors who actually decide to build and test their products.
专利法试图在将发明视为一种精神行为和专注于实际构建工作产品的竞争愿景之间找到一个中间地带。1952年《专利法》对发明的定义包含了概念和将发明转化为实践,有时选择前者作为发明人,有时选择后者将发明转化为实践。但在试图走中间路线的过程中,专利法实际上阻碍了发明家将他们的发明付诸实践,奖励那些在发明完全完成之前就跑到专利局的人,并让他们优先于那些花时间通过构建和测试来确保发明有效的人。2011年通过的新《美国发明法案》鼓励专利权人尽快提交专利申请,这一问题更加严重。法律鼓励发明者先提出申请,然后再弄清楚发明是如何(甚至是否)达到预期目的的,这一事实是不幸的。它产生了不发达的专利申请,不能向世界传达有用的信息。它促进了专利流氓的崛起,这些人获得了专利,却从不费心去生产产品,而是以起诉那些生产产品的人为业。它促使人们申请专利,以防万一,给已经负担过重的系统增加了更多的专利。我反对走向相反极端的建议,即要求专利权人制造产品。但是,我们不应该处于目前的境地:如果发明者试图构建和测试他们的发明,就不那么有利地对待他们。在本文中,我提供了一些关于我们可以寻求保护实际决定构建和测试其产品的发明者的方法的想法。
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引用次数: 3
Managerial Fractal Intelligences. Psychometric Evidence for Empowering the Theory of Multiple Intelligences 管理分形智能。授权多元智能理论的心理测量证据
Pub Date : 2015-05-12 DOI: 10.2139/ssrn.2984834
Dumitru Grigore, M. Talpos, Ioan G. Pop
Long before Gardner proposed his model of multiple intelligences, an important question has been constantly fueled by both management theorists and practitioners: “Is the quality of the decision making process linked with the genetic heritage that managers have in terms of intellectual potential?”
早在加德纳提出多元智能模型之前,管理理论家和实践者就不断提出一个重要的问题:“决策过程的质量是否与管理者在智力潜力方面的遗传遗传有关?”
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引用次数: 0
Necessary Condition Analysis (NCA): Logic and Methodology of 'Necessary But Not Sufficient' Causality 必要条件分析:必要但不充分因果关系的逻辑和方法论
Pub Date : 2015-04-01 DOI: 10.2139/ssrn.2588480
J. Dul
textabstractTheoretical “necessary but not sufficient” statements are common in the organizational sciences. Traditional data analyses approaches (e.g., correlation or multiple regression) are not appropriate for testing or inducing such statements. This article proposes necessary condition analysis (NCA) as a general and straightforward methodology for identifying necessary conditions in data sets. The article presents the logic and methodology of necessary but not sufficient contributions of organizational determinants (e.g., events, characteristics, resources, efforts) to a desired outcome (e.g., good performance). A necessary determinant must be present for achieving an outcome, but its presence is not sufficient to obtain that outcome. Without the necessary condition, there is guaranteed failure, which cannot be compensated by other determinants of the outcome. This logic and its related methodology are fundamentally different from the traditional sufficiency-based logic and methodology. Practical recommendations and free software are offered to support researchers to apply NCA.
理论上的“必要但不充分”的陈述在组织科学中很常见。传统的数据分析方法(例如,相关或多元回归)不适合测试或归纳这样的陈述。本文提出必要条件分析(NCA)作为识别数据集中必要条件的一般和直接的方法。本文介绍了组织决定因素(例如,事件,特征,资源,努力)对预期结果(例如,良好绩效)的必要但不充分贡献的逻辑和方法。实现一个结果必须存在一个必要的决定因素,但它的存在并不足以获得那个结果。没有必要的条件,必然会失败,而其他决定结果的因素是无法弥补的。这种逻辑和方法论与传统的充分性逻辑和方法论有着根本的区别。为支持研究人员应用NCA提供了实用建议和免费软件。
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引用次数: 68
The 'Creating Around' Paradox “创造周围”悖论
Pub Date : 2015-03-20 DOI: 10.31235/osf.io/s5ymw
D. Burk
In his article on Creating Around Copyright, Joseph Fishman argues that the constraints imposed by copyright law promote the creativity of subsequent follow-on authors. He suggests that by limiting creative choices, copyright exclusivity may actually enhances the output of follow-on authors by requiring them to “create around” existing works. Yet embedded in Professor Fishman’s theory is a paradox that threatens to disable the putative benefits of creating around. Specifically, the conditions that are necessary for creating around are the same conditions that we would expect to lead to licensing of previously existing works, rather than to the creation of new ones. In other words, it appears that creating around can only occur when we would expect it not to occur. In this essay I illuminate this problem, showing how the logic of Fishman’s argument leads inevitably to this paradox, and I offer several suggestions as to how one might escape the creating around paradox.
在《围绕版权进行创作》一文中,约瑟夫·菲什曼认为,版权法的约束促进了后续作者的创造力。他认为,通过限制创造性的选择,版权排他性实际上可能会通过要求后续作者“围绕”现有作品进行创作,从而提高后续作者的产出。然而,菲什曼教授的理论中包含着一个悖论,它可能会使周围创造的假定好处失效。具体来说,创作所必需的条件与我们所期望的导致先前存在的作品的许可而不是创造新作品的条件相同。换句话说,似乎只有当我们期望它不会发生时,创造才会发生。在这篇文章中,我阐明了这个问题,展示了菲什曼论证的逻辑是如何不可避免地导致这个悖论的,并且我提供了一些关于如何摆脱创造悖论的建议。
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引用次数: 0
The Impact of Visibility in Innovation Tournaments: Evidence from Field Experiments 创新竞赛中可见性的影响:来自实地实验的证据
Pub Date : 2015-02-12 DOI: 10.2139/ssrn.2214952
Joel O. Wooten, K. Ulrich
Contests have a long history of driving innovation, and web-based information technology has opened up new possibilities for managing tournaments. One such possibility is the visibility of entries – some web-based platforms now allow participants to observe others’ submissions while the contest is live. Seeing other entries could broaden or limit idea exploration, redirect or anchor searches, or inspire or stifle creativity. Using a unique data set from a series of field experiments, we examine whether entry visibility helps or hurts innovation contest outcomes and (in the process) also address the common problem of how to deal with opt-in participation. Our eight contests resulted in 665 contest entries for which we have 11,380 quality ratings. Based on analysis of this data set and additional observational data, we provide evidence that entry visibility influences the outcome of tournaments via two pathways: (1) changing the likelihood of entry from an agent and (2) shifting the quality characteristics of entries. For the first, we show that entry visibility generates more entries by increasing the number of participants. For the second, we find the effect of entry visibility depends on the setting. Seeing other entries results in more similar submissions early in a contest. For single-entry participants, entry quality “ratchets up” with the best entry previously submitted by other contestants if that entry is visible, while moving in the opposite direction if it’s not. However, for participants who submit more than once, those with better prior submissions improve more when they cannot see the work of others. The variance in quality of entries also increases when entries are not visible, usually a desirable property of tournament submissions.
比赛在推动创新方面有着悠久的历史,基于网络的信息技术为管理比赛开辟了新的可能性。其中一种可能性是参赛作品的可见性——一些基于网络的平台现在允许参赛者在比赛现场观看其他人的参赛作品。看到其他条目可能会扩大或限制想法探索,重定向或锚定搜索,激发或扼杀创造力。使用一系列现场实验的独特数据集,我们研究了参赛可见性是否有助于或损害创新竞赛的结果,并(在此过程中)也解决了如何处理选择参与的常见问题。我们的八场比赛产生了665个参赛作品,其中我们有11,380个质量评级。基于对该数据集和其他观察数据的分析,我们提供了证据,证明入场可见性通过两种途径影响比赛结果:(1)改变代理入场的可能性;(2)改变入场的质量特征。首先,我们展示了条目可见性通过增加参与者数量来生成更多条目。其次,我们发现入口可见性的影响取决于设置。在比赛早期看到其他作品会导致更多类似的作品。对于单次参赛的参赛者,如果其他参赛者之前提交的最好的参赛作品是可见的,那么参赛作品的质量就会“逐步提高”,如果参赛作品不可见,参赛作品的质量就会向相反的方向发展。然而,对于那些提交了不止一次的参与者来说,那些之前提交的作品更好的人在看不到其他人的作品时进步更大。当参赛作品不可见时,参赛作品的质量差异也会增加,这通常是比赛提交的理想属性。
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引用次数: 31
Improving the Efficiency of Innovation 提高创新效率
Pub Date : 2015-02-10 DOI: 10.2139/ssrn.2553064
Elena Panova
Some factors influencing personality creativity are being examined. Various points of view, contributed by the scientists who have done a research in this field, are being analyzed; empirical and statistical measures are stated. The factors influencing personality creativity in positive and negative ways have been defined as well as the factors that have no influence at all.
一些影响人格创造力的因素正在研究中。在这个领域做过研究的科学家们提出的各种观点正在被分析;本文阐述了实证和统计措施。定义了影响人格创造力的积极因素和消极因素,以及完全没有影响的因素。
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引用次数: 0
Impact of Perceived Self-Efficacy and Capability to Use IT Innovation on Individual Use Behaviour 自我效能感与资讯科技创新使用能力对个人使用行为的影响
Pub Date : 2015-02-07 DOI: 10.2139/ssrn.2561739
S. Moghavvemi
Understanding the impact of individual desirability and perceived feasibility on individual intention to take action is an important issue that few studies have examined it in the context of technology acceptance. Not considering attitude and self-efficacy as direct determinants of intention is considered as a limitation of the UTAUT model as well. Perceived self-efficacy is concerned “not with the number of skills individual have but with what they believe they can do with what they have under a variety of circumstances”. People with a low sense of self-efficacy tend to have low aspirations and weak commitment to pursuing their goals, and feeble adherence to their values. To address these gaps, we integrate the UTAUT and EPM to develop a robust model which is able to measure the determinants that may influence entrepreneurs to adopt and use IT innovation. We collected data in a two-stage survey of 412 Malaysian entrepreneurs. The new model was tested and accounted for 78.4% of the variance in usage intention. The results indicated that perceived desirability, performance expectancy, perceived feasibility, and effort expectancy are determinants of intention to use IT innovation. We discuss the theoretical and practical implications for governments and academics.
理解个人可取性和感知可行性对个人采取行动意图的影响是一个重要问题,但很少有研究在技术接受的背景下对其进行审查。不考虑态度和自我效能感作为意向的直接决定因素也被认为是UTAUT模型的一个局限性。感知自我效能感与“个人拥有的技能数量无关,而与他们认为自己在各种情况下能用现有技能做什么有关”。自我效能感低的人往往志向较低,追求目标的承诺较弱,对价值观的坚持也较弱。为了解决这些差距,我们整合了UTAUT和EPM来开发一个强大的模型,该模型能够衡量可能影响企业家采用和使用IT创新的决定因素。我们对412名马来西亚企业家进行了两阶段的调查,收集了数据。新模型经过测试,占使用意图方差的78.4%。结果表明,感知可取性、绩效预期、感知可行性和努力预期是使用IT创新意愿的决定因素。我们讨论了对政府和学术界的理论和实践意义。
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引用次数: 5
Evaluation of Alternative Continuations of Chess Openings 国际象棋开局可选延续的评价
Pub Date : 2015-01-21 DOI: 10.2139/ssrn.2553614
Jamal Munshi
Controlled experiments with chess engines may be used to evaluate the effectiveness of alternative continuation lines of chess openings. The proposed methodology is demonstrated by evaluating a selection of continuations by White after the Sicilian Defense Najdorf Variation has been played by Black. The results suggest that the nine continuations tested represent a wide range of effectiveness that are mostly consistent with expert opinion.
象棋引擎的控制实验可以用来评估象棋开局的替代延续线的有效性。所提出的方法是通过评估白棋在西西里防守纳伊多夫变奏后选择的延续来证明的。结果表明,测试的九个延续代表了广泛的有效性,大部分与专家意见一致。
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引用次数: 0
期刊
Psychology of Innovation eJournal
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