2015
DOI: 10.1007/s10683-015-9465-9
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Combining “real effort” with induced effort costs: the ball-catching task

Abstract: We introduce the “ball-catching task”, a novel computerized task, which combines a tangible action (“catching balls”) with induced material cost of effort. The central feature of the ball-catching task is that it allows researchers to manipulate the cost of effort function as well as the production function, which permits quantitative predictions on effort provision. In an experiment with piece-rate incentives we find that the comparative static and the point predictions on effort provision are remarkably accu… Show more

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Cited by 61 publications
(40 citation statements)
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“…All parts of the experiment used the same real‐effort task, which is a modified version of the ball‐catching game developed by Gächter, Huang, and Sefton (). In the task, computerized balls move from the top of the computer screen downward and the participant must “catch” them by aligning a computerized tray under the balls as they reach the bottom of the screen.…”
Section: Methodsmentioning
confidence: 99%
See 3 more Smart Citations
“…All parts of the experiment used the same real‐effort task, which is a modified version of the ball‐catching game developed by Gächter, Huang, and Sefton (). In the task, computerized balls move from the top of the computer screen downward and the participant must “catch” them by aligning a computerized tray under the balls as they reach the bottom of the screen.…”
Section: Methodsmentioning
confidence: 99%
“…The timing and placement of the balls is such that any participant who is comfortable using a computer is expected to be able to collect every single ball, with the occasional error . Finally, we eliminate the cost per click that was used by Gächter et al () and instead use a time cost, consistent with the parameter f described in Section . The cost of collecting balls for 60 s was f=10 tokens, or 0.167 tokens/s.…”
Section: Methodsmentioning
confidence: 99%
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“…LIONESS Lab was specifically designed for conducting interactive experiments online with participants recruited from crowd-sourcing platforms or from the participant pool of research institutes. However, it can also be used in a laboratory (Arechar et al 2018;Molleman and Gächter 2018), for lab-in-the-field experiments (e.g., Glowacki and Molleman 2017), or to conduct experiments involving non-interactive tasks such as surveys or questionnaires (e.g., de Quidt et al 2017;Gächter et al 2016). An important advantage of this portability is that the screens of experimental participants are exactly the same in the physical lab and online, facilitating comparisons between them.…”
Section: Researchers and Experimental Participants Use Lioness Lab Onmentioning
confidence: 99%