Learning through Simultaneous Play: Evidence from Penny Auctions

Date01 December 2016
Published date01 December 2016
DOIhttp://doi.org/10.1111/jems.12174
Learning through Simultaneous Play: Evidence from
Penny Auctions
RICARDO GONC¸ALVES
Cat´
olica Porto Business School and CEGE
Universidade Cat´
olica Portuguesa
Rua Diogo Botelho, 1327
4169-005 Porto, Portugal
rgoncalves@porto.ucp.pt
MIGUEL A. FONSECA
University of Exeter Business School
Streatham Court
Rennes Drive
Exeter EX4 4PU, United Kingdom
m.a.fonseca@exeter.ac.uk
This paper contributes to the emerging empirical literature on penny auctions, a particular type
of all-pay auctions. We focus on the potential learning effects that bidders may experience over
time but also (and particularly) across auctions as a result of their auction participation. Using
detailed bid-level information, we find that, similarly to earlier literature, bidders suffer from a
sunk cost fallacy, whereby their probability of dropping out of an auction is decreasing in the
number of bids they have already placed in that auction. Although we do find that learning
through repeated participation alleviates the sunk cost fallacy, participation in simultaneous
penny auctions emerges as a much more effective learning mechanism, ultimately contributing
toward bidders earning higher individual surpluses.
1. Introduction
The penny auction was popularized by firms like Swoopo and is still used by online
auction companies, as well as by traditional retailers across the world.1In a penny
auction, bidding usually starts at zero and bidders must pay a bid cost to increase the
sale price by a small amount—typically one penny, hence the name of the auction. 2A
key attraction of this type of auction is the possibility of paying substantially less than
the retail price for an object. However, this does not necessarily mean the auctioneer has
made a loss. For instance, if each bid in a penny auction costs $1 to place, an iPad with a
retail price of $500 that is sold for $75 in a penny auction yields a revenue of $7,575 to the
Wethank a telecommunications operator (which has requested its identity not to be disclosed) for providing us
the bid-level database for the auctions analyzed in this paper.Financial support from Fundac¸˜
ao para a Ciˆ
encia
e Tecnologia (through project PEst-OE/EGE/UI0731/2011) is gratefully acknowledged. We thank Ricardo
Ribeiro and participants in a seminar at Universidade Cat´
olica Portuguesa, as well as in the 7th Meeting of the
Portuguese Economic Journal (2013, Covilh˜
a, Portugal) and in the 40th Annual Conference of the European
Association for Research in Industrial Economics (EARIE) (2013, ´
Evora, Portugal) for their helpful comments
and suggestions. We also thank the editor, a co-editor, and a referee for the valuable suggestions made.
1. Swoopo filed for bankruptcy in 2011.
2. Although penny auctions bear some resemblance to the war-of-attrition game, a type of all-pay auction,
they are not a special case of any type of all-pay auctions (Hinnosaar,2014).
C2016 Wiley Periodicals, Inc.
Journal of Economics & Management Strategy, Volume25, Number 4, Winter 2016, 1040–1059
Learning through Simultaneous Play 1041
auctioneer ($7,500 from bid costs plus $75 from the actual sale price) and a substantial
profit margin. Indeed, the recent interest in penny auctions has been driven both by
its popularity as an e-commerce mechanism, as well as by the empirically observed
high-profit margins—a clear violation of auction theory (expected revenue should equal
the good’s value) and yet another real-world example of overbidding in auctions.
The standard game theoretical analysis assumes that players arrive at a Nash
equilibrium through an introspective process, in which they form beliefs about their
opponents’ actions, and beliefs about their opponents’ beliefs about their own actions,
and so on. While real people may be able to engage in this type of mental processin simple
games with few players and with a unique Nash equilibrium, it is less reasonable to
expect this to be true in more complex games with many players and multiple equilibria,
as is the case of penny auctions. Instead, as already suggested in the penny auction
literature, which we review below,it may be that repeated experience (over time, within
a given auction or in subsequent auctions) in this type of game allows players to learn
what the optimal strategy is (or at least allows players to identify and use payoff-
enhancing strategies).
However, a dimension that has thus far been ignored is the potential contribution
that participation in simultaneous auctions has in this learning process. Indeed, “ex-
perience” may be obtained “vertically,” over time through bid submission or auction
participation, but also “horizontally,” within a time window but through bid submis-
sion or simultaneous participation in more than one auction. Theoretically (Mertens,
1992), one would expect such parallel auctions to be independent and thus not affect
bidding behavior; in reality, it may actually speed up the bidders’ learning process. To
the best of our knowledge, this is a little-explored subject in the economics literature.3In
penny auctions, bidders are learning a complex object. We conjecture that by virtue of
participating in concurrent auctions with different types of bidders, or even by bidding
in auctions at different stages, subjects can learn (i) how to play a particular optimal
strategy, or learn that (ii) there are potentially different optimal strategies faster than if
they only take part in one auction.
There is a small (experimental) literature on behavioral spillovers that is somewhat
related to these learning effects. Cason et al. (2012) consider a behavioral spillover to
exist when observed behavior in a game is different depending on whether that game is
played together with other games or in isolation and acknowledge that learning effects
can be a source of such spillovers.4
3. In neuroscience, Sigman and Dehaene (2008) show the coexistence of serial and parallel brain processes
during the performance of a cognitive task. Gombrich (2011) puts forward a tentative definition of series
learning (equivalent to our “vertical” learning) as opposed to parallel learning (equivalent to our “horizontal”
learning), borrowing from the working of electric circuits: through series learning, one learns one thing after
another to arrive at a total amount of knowledge, while through parallel learning, one learns several things
at the same time to arrive at the same amount of total knowledge. In the machine learning (and artificial
neural networks) literature, Caruana (1995) proposes and tests several mechanisms throughwhich neural nets
learning through multiple related tasks can outperform sequential learning, as it enables a more generalizable
representation of a particular feature. Wason(1960) pioneered the paradigm of rule discovery, which studies
how humans develop hypotheses from observing data from unknown data generation processes. This is also
illustrated well by Baxter (1995), who points out that engaging in multiple tasks enables learning more general
representations of concepts.
4. In particular, Cason et al. (2012) look at (two different) coordination games and find strongspillovers
when the games are played sequentially,but not when they are played simultaneously. In the same vein, Falk
et al. (2013) analyze two identical and completely independent (coordination or public good) games, played
simultaneously, and also find no evidence of behavioral spillovers. By contrast, Bednar et al. (2012) do find
spillovers when (two different) games are played simultaneously, but these games are different from Cason
et al. (2012).

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