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. Berg, the theoretical analysis for users behavior in repeated trust game is still an open question Despite the theoretical analysis, the zero-behavior when both participants send 0 is not dominant in large scale experiments. In fact, the sending and sending back amounts follow the normal distribution The game has been adapted using a vast range of different conditions, A.1. Trust Game our knowledge, 1995.

M. Johnson, The original game was single-trial, i.e. consisting of a single interaction between two users, specifically to isolate trust from reputation. However, one interaction is not enough for building a trust relationship between users. Therefore the game has been extended with repeated trials, 2004.

R. L. Engle-warnick, R. L. Slonimengle-warnick, and . Slonimdubois, The authors of [R. Slonim and Garbarino, 2008] provided partner gender, age and income information. The historical log of partners' action can also be provided to players Some studies analyze players behavior when they are allowed to communicate during the game [Vanberg Other research studies simulate business contracts to allow players to setup contracts between each other Feltovich and Swierzbinski, 2011] or provide pre-commitments prior to the game start [Bracht and Feltovich There are several papers that use the trust game to study trust transfer, i.e. trust between contexts [Buntain and Golbeck Predicting users' behavior before the trust game starts is the subject of numerous studies. All of the studies we are aware of in this topic focused on the one-trial trust game. [Gunnthorsdottir et al., 2002] used the Mach test to determine participant personality characteristics before the game experiment and then used the resulting Mach score to predict participant game behavior] predicted users' behavior based on previously collected responses to the Propensity to Trust Survey. Using a similar idea, [Yamagishi et al., 2015] defined attitudinal trust calculated from prior questionnaire responses, to predict user behavior] claimed that participants with higher income send more to their partners than users with lower income 2010] confirmed this suggestion by showing that students tend to send less than other social groups. [Yao and Darwen, 1999] showed that displaying reputation score can increase the cooperation rate in repeated prisoner dilemma game which can be considered as a simple version of repeated trust game. [Bente, Dratsch, Rehbach, et al., 2014] tested the influence of avatar and reputation levels on buyers' decisions. The authors showed that reputation score and avatars could encourage the buying decision of buyers. However, the authors did not study the behavior of sellers (receivers in our paper), and the reputation scores are artificial rather than computing from real behavior. Different from this work, we studied the effect of trust score which is computed based on real behavior of participants in the experiment. [Lunawat, 2013] studied the building process of reputation in repeated trust game while the receiver can decide to disclose or not her private information In our approach, each participant can calculate trust score of any partner based on their observed behavior without any dependency. [Yuksel et al., 2017] studies an interesting research question: which is more important to build trust, reliability or attractiveness? The 1. What is the effect of deploying a trust model and showing trust scores of partners to users? We designed and organized a user-experiment based on trust game, a well-known money-exchange lab-control protocol, wherein we introduced user trust scores, Different studies employ different conditions the studied game participants depend on their partners decision on providing information Our comprehensive analysis on user behavior proved that: (i) showing trust score to users encourages collaboration between them significantly at a similar level with showing nickname , and (ii) users follow the trust score in decision-making. The results suggest that a trust model can be deployed in collaborative systems to assist users, 1995.