This study reports and analyzes the results of three trials of a one-shot c
ollective game-a variety of the assurance game-conducted via the World Wide
Web. In the first two trials, most players apparently mistook the assuranc
e game for a prisoner's dilemma and consequently attained the worst possibl
e outcome. After contemplating appropriate strategic considerations, player
s who participated in the third trial attained a better outcome but did so
in a surprising way. This report accounts explicitly for the unexpected res
ults. Implicitly, it also reveals some potential for social experimentation
in cyberspace.