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dc.contributor.authorEllison, Glenn
dc.contributor.authorFudenberg, Drew
dc.date.accessioned2009-07-22T13:54:55Z
dc.date.issued1993
dc.identifier.citationEllison, Glenn, and Drew Fudenberg. 1993. Rules of thumb for social learning. Journal of Political Economy 101, no. 4: 612-643.en
dc.identifier.issn0022-3808en
dc.identifier.urihttp://nrs.harvard.edu/urn-3:HUL.InstRepos:3196332
dc.description.abstractThis paper studies agents who consider the experiences of their neighbors in deciding which of two technologies to use. We analyze two learning environments, one in which the same technology is optimal for all players and another in which each technology is better for some of them. In both environments, players use exogenously specified rules of thumb that ignore historical data but may incorporate a tendency to use the more popular technology. In some cases these naive rules can lead to fairly efficient decisions in the long run, but adjustment can be slow when a superior technology is first introduced.en
dc.description.sponsorshipEconomicsen
dc.language.isoen_USen
dc.publisherUniversity of Chicago Pressen
dc.relation.isversionofhttp://dx.doi.org/10.1086/261890en
dash.licenseLAA
dc.titleRules of Thumb for Social Learningen
dc.relation.journalJournal of Political Economyen
dash.depositing.authorFudenberg, Drew
dc.identifier.doi10.1086/261890*
dash.contributor.affiliatedFudenberg, Drew


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