Peak–end rule end. The effects of the duration of an experience upon retrospective evaluation are extremely slight. Fredrickson and Kahneman labeled this phenomenon "duration neglect". The peak–end rule is applicable only when an experience has definite beginning and end periods. A 1993 study titled "When More Pain Is Preferred to Less: Adding a Better End" by Kahneman, Fredrickson, Charles Schreiber, and Donald Redelmeier provided groundbreaking evidence for the peak–end rule. Participants were subjected to two different versions of a single unpleasant experience. The first trial had subjects submerge a hand in 14 °C water for 60 seconds. The second trial had subjects
Pie rule Pie rule The pie rule, sometimes referred to as the swap rule, is a rule used to balance abstract strategy games where a first-move advantage has been demonstrated. After the first move is made in a game that uses the pie rule, the second player has one of two options: The pie rule's use was first reported in 1909 for a game in the Mancala family. Among modern games, Hex uses this rule. Twixt in tournament play uses a swap rule. The rule can be applied to other games which are otherwise solved for one player, such as Tablut. The