Nice Guise

They say that nice guys finish last, but a new study suggests a different conclusion.
Common game theory has held that punishment makes two equals cooperate – that, in effect, people can pressured to do better by fear. However, a recent study by Harvard University researchers of some 104 Boston-area college students came to a different conclusion.
In the experiment, participants were paired up on a special version of a computer game called “prisoner’s dilemma.’ Normally, the game gives two players two options: either cooperate with their partner, or “defect’ (basically by choosing to take money from the other player). The outcomes vary depending on the choice each player makes. If both cooperate, each ends up winning a dime. If both defect, each gets nothing. However, if one cooperates and the other defects, the cooperative player loses 20 cents and the defector wins 30 cents.
Punisher Err?
The Harvard study, results of which were published in the journal Nature, added a third component to the game – an option to “punish’ someone who didn’t cooperate. It cost the punisher a dime to inflict a loss of 40 cents on their partner. And, according to the study, it was the players who chose to inflict punishment (the “evil’ option) who lost out consistently in the more than 8,000 contests monitored. A result that was widely trumpeted as indicating that “nice guys’ finish first.
In truth, while punishers fared poorly, it wasn’t necessarily the nice guys – the cooperators – who always finished first. Another strategy that fared well was an approach of defecting in response to a prior round defection by your partner.
In fact, this result led David Rand, a Harvard biology graduate student researcher who worked on the project to suggest that in the workplace what this means is that if a member of a project team isn’t pulling their weight, the best solution may not be to berate them, or even to coddle them into doing their part – but to simply find someone else who will contribute to the project.
It may also be worth noting that the study only looked at games between equals. Apparently punishment does seem to have a place in games when one player is dominant – and needs to enforce submission.

Sun Life Enhances Executive Bonus Marketing Program

The U.S. Individual Insurance Division of Sun Life Financial Inc. has announced several enhancements to its Executive Bonus Marketing Program.

The Executive Bonus Marketing Program is designed to provide financial advisers with the necessary tools to help business owners remain competitive and recruit and retain top talent.

The enhancements include a new Business Owner Guide and an updated CE-Approved “Reward to Retain’ training presentation, according to the company.

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“The presence and influence of economic pressures on jobs and salaries make executive benefit plans crucial in recruiting and retaining key employees,’ said Janice A. Forgays, Esq., CLU, Vice President, Advanced Markets of Sun Life Assurance Company of Canada (U.S.), in a news release. “The Sun Life Financial Executive Bonus Marketing Program provides producers with the tools necessary to effectively work with business owners to implement these plans that are so critical to the long term success of their businesses.’

For further information, contact Sun Life Financial’s Advanced Markets Group at 1-800-432-1102, ext. 1846, 1756, or 1838; or Case Design at ext. 2450 or 1817.

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