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Goodhart's Law and the Gaming of UK Public Spending Numbers

机译:耶和华的法律和英国公共支出号码的游戏

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Goodhart's Law, originally inspired by money-supply indicators, predicts high-consequence administrative numbers tend to be gamed out of meaningfulness. This paper argues that, in addition to the well-documented manipulation of aggregate input numbers at the top-levels of decision making and performance indicators used for output control at the lower level, meso-level gaming happens also on the input side of public expenditure planning and control. A key mechanism through which it operates is creative categorization in the classification of units of spending. Based on a UK study, we explore three questions: can we find evidence for the existence of gaming in public expenditure control, how does the creative categorization work and how material or consequential is it? Using case studies of "protected" spending, public-private partnerships and accounting changes, we show that gaming understood as creative categorization is readily observable in UK public expenditure control and Goodhart's Law effects can indeed be material or consequential, both in scale and in their implications for government accountability. We conclude that creating new spending categories to control public expenditure and limit gaming is a two-edged sword since it itself creates new opportunities for gaming.
机译:最初受到货币供应指标的古特哈尔的法律预测高后果行政号码往往被淘汰的意义。本文认为,除了在较低级别的决策和输出控制中用于输出控制的最高级别的综合输入数的综合输入数,还在公共支出的输入方面发生了中间级游戏规划和控制。它运行的关键机制是在支出单位分类中的创造性分类。基于英国的研究,我们探讨了三个问题:我们可以找到在公共支出控制中存在游戏的证据,如何创造性分类工作以及如何材料或相应的方式?使用案例研究“受保护”支出,公私伙伴关系和会计变化,我们认为,在英国公共支出控制中易于观察到作为创造性分类的游戏,并且古特哈尔的法律效应确实可以在规模和尺度上是物质或后果的对政府问责制的影响。我们得出结论,创造新的支出类别来控制公共支出和限制游戏是一个双刃剑,因为它本身创造了新的游戏机会。

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