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Digital Trust Games: An Experimental Study

机译:数字信任游戏:一项实验研究

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An experimental study of the digital trust game in [2] is presented. The study consists of an initial survey followed by a four-part dynamic experiment investigating various aspects of digital trust decisions. Digital trust in online environments differs from its offline variants due to its unique characteristics such as near instantaneous communication, transient and impersonal nature of interactions, immediate access to opinions of others, and availability of high amount of (but often low quality) information. It is observed that while the game theory provides a suitable analytical framework for quantitative analysis of digital trust decisions, the model in [2] has its shortcomings. Firstly, the subjects do not seem to adopt an iterative best or gradient response strategy. They exhibit significant (mental) inertia and only respond to new information or significant situation changes. Secondly, they take into account signals from their social circle much more than aggregate signals such as average scores. Both of these results and additional insights gained have important implications for future game theoretic modeling efforts of digital trust.
机译:在[2]中提出了对数字信任游戏的实验研究。该研究包括一个初步调查,然后是一个由四部分组成的动态实验,用于研究数字信任决策的各个方面。在线环境中的数字信任与其离线版本有所不同,这是由于其独特的特性,例如近乎即时的通信,交互的瞬时性和非人性性,对他人意见的即时访问以及大量(但通常是低质量)信息的可用性。可以看到,尽管博弈论为数字信任决策的定量分析提供了合适的分析框架,但[2]中的模型却有其缺点。首先,受试者似乎没有采取最佳迭代或梯度反应策略。它们表现出很大的(精神)惯性,并且仅对新信息或重大情况变化做出响应。其次,他们考虑来自社交圈的信号比综合信号(例如平均分数)要多得多。这些结果和获得的其他见解都对未来数字信任的博弈论建模工作具有重要意义。

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