- Introduction
- computerized experiments
- what is z-Tree?
- how does z-Tree work?
- Installing z-Tree
- Individual decision-making experiments. Example: lottery.
- Before programming: the planning phase
- Writing a program
- list and declare parameters and variables
- use of comments
- screen layout
- timing of the experiment
- Running a session
- connecting clients
- setting the number of subjects, the conversion rate and the show-up fee
- Games with symmetric players and simultaneous moves.
- Example: one shot prisoner dilemma.
- Example: repeated prisoner dilemma.
- Matching protocols: partner, strangers, absolute strangers
- finite/indefinite number of periods
- the history table
- Games with asymmetric players and sequential moves.
- Example: repeated sequential prisoner dilemma
- players' roles can be fixed or change across periods.
- absolute typed stranger matching
- Games with more than 2 players.
- Markets
- Auctions
- Games with pre-play communication
- How to:
- use colours and format text
- create graphs and insert figures
- use string variables
- call external programs
- Miscellanea
- Profit calculators
- How to measure response times
- How to measure look up time
- Recruitment on line: ORSEE
- Answers to specific requests by participants.