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for being hard to push around, which leads to more generous offers in the future. In the unnatural habitat view, subjects cannot “turn off” the habitual behavior shaped by repeatedgame life in the EEA when they play single games with strangers in the lab. An important modification of this view is that evolution did not equip all people with identical hardwired instincts for playing games, but instead created the capacity for learning social norms. The latter view can explain why different cultures would have different norms. 4. Why do game experiments? And which games? A central advantage of experimental games is parability across subject pools (provided great care is taken in controlling for differences in language, purchasing power of outes, interactions with experimenters, and so forth). While parability is clearly not perfect, it is surely as good as most qualitative measures. A further advantage is replicability. The fact that experiments are replicable is a powerful tool for creating consensus about the fact and their interpretation in the scientific munity.In fact, experiments conducted in the field by anthropologists may actually have two large advantages pared to lab experiments in Western countries which usually (though not always) use college students as experimental subjects. First, since anthropologists are in the field for long periods of time, the cost of collecting data is rather low. (Most contributors to this volume often noted that the experiment was unusually fun for participants, probably more so than for college students raised in a world of Nintendo, 500channel cable TV, and web surfing.) Second, the amount of funds budgeted by granting agencies in developed countries for subject payments typically have extraordinary purchasing power in primitive societies. As a result, it is easy for anthropologists to test whether people behave differently for very large stakes, such as a week or month of wages, pared to low stakes. Such parisons are important for generalizing to highstakes economic activity, but are often prohibitively expensive in developed countries. 5. Conclusions Game theory has proved useful in a wide range of social sciences in two ways: By providing a taxonomy of social situations which parse the social world。 likely actions. The second enterprise dominates game theory textbooks and journals. Analytical theory of this sort is extremely mathematical, and inaccessible to many social scientists outside of economics and theoretical biology. Fortunately, games can be used as a taxonomy with minimal mathematics because understanding prototypical games— like those discussed in this chapter— requires nothing beyond simple logic.The most central concept in game theory is Nash equilibrium. A set of strategies (one for each player) form an equilibrium if each player is choosing the strategy which is a best response (., gives the highest expected utility) to the other pl