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Open AccessJournal ArticleDOI

Fairness and Trust in Virtual Environments: The Effects of Reputation

Mirko Duradoni, +3 more
- 01 Jun 2018 - 
- Vol. 10, Iss: 6, pp 50-64
TLDR
It is suggested that reputational effects increase fairness and trust even in a noisy, ambiguous and uncertain environment, but this effect is modulated by age and gender.
Abstract
Reputation supports pro-social behaviors in a variety of social settings and across different ages. When re-encounters are possible, developing a positive reputation can be a valuable asset that will result in better outcomes. However, in real life, cooperative acts are ambiguous and happen in noisy environments in which individuals can have multiple goals, visibility is reduced, and reputation systems may differ. This study examined how reputation within a virtual environment affects fairness in material allocations and trust in information exchange, in a three-actors interaction game in which each player had an incentive to deceive the others. We compared the results of two experimental conditions, one in which informers could be evaluated, and one without reputational opportunities. A reputational system appeared to enhance both trust and fairness even within a virtual environment under anonymous condition. We tested adolescents and adults finding that they were consistently more generous when visibility was increased, but they showed significantly different patterns in resources allocation and information exchange. Male and female participants, across ages, showed other interesting differences. These findings suggest that reputational effects increase fairness and trust even in a noisy, ambiguous and uncertain environment, but this effect is modulated by age and gender.

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Citations
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Intrapreneurial Self-Capital: A Primary Preventive Resource for Twenty-First Century Entrepreneurial Contexts.

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Personality and reputation: A complex relationship in virtual environments

TL;DR: This work implemented a modified online version of the Ultimatum Game, in which participants played before as proposers, and then as responders, always knowing the reputation of their interactors, and showed how psychological traits influence the participants’ behavior in all the game phases, as well as in the rating dynamics.
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Factors that promote social media marketing in retail companies

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Reviewing stranger on the internet: The role of identifiability through “reputation” in online decision making

TL;DR: In this paper, a modified and online version of the Ultimatum Game (UG) was used to study how people mentally represent and perceive strangers on the Internet and test if people modify their behaviors according to the interactors' identifiability (i.e., reputation).
References
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Journal ArticleDOI

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