In an anonymous 4-person economic game, participants contributed more money to a common project (i.e., cooperated) when required to decide quickly than when forced to delay their decision (Rand, Greene & Nowak, 2012), a pattern consistent with the social heuristics hypothesis proposed by Rand and colleagues. The results of studies using time pressure have been mixed, with some replication attempts observing similar patterns (e.g., and others observing null effects (e.g., Tinghög et al., 2013;Verkoeijen & Bouwmeester, 2014). This Registered Replication Report (RRR) assessed the size and variability of the effect of time pressure on cooperative decisions by combining 21 separate, preregistered replications of the critical conditions from Study 7 of the original article (Rand et al., 2012). The primary planned analysis used data from all participants who were randomly assigned to conditions and who met the protocol inclusion criteria (an intent-to-treat approach that included the 65.9% of participants in the time-pressure condition and 7.5% in the forced-delay condition who did not adhere to the time constraints), and we observed a difference in contributions of −0.37 percentage points compared with an 8.6 percentage point difference calculated from the original data. Analyzing the data as the original article did, including data only for participants who complied with the time constraints, the RRR observed a 10.37 percentage point difference in contributions compared with a 15.31 percentage point difference in the original study. In combination, the results of the intent-to-treat analysis and the compliant-only analysis are consistent with the presence of selection biases and the absence of a causal effect of time pressure on cooperation.
Experiments using economic games are becoming a major source for the study of human social behavior. These experiments are usually conducted with university students who voluntarily choose to participate. Across the natural and social sciences, there is some concern about how this “particular” subject pool may systematically produce biased results. Focusing on social preferences, this study employs data from a survey-experiment conducted with a representative sample of a city's population (N = 765). We report behavioral data from five experimental decisions in three canonical games: dictator, ultimatum and trust games. The dataset includes students and non-students as well as volunteers and non-volunteers. We separately examine the effects of being a student and being a volunteer on behavior, which allows a ceteris paribus comparison between self-selected students (students*volunteers) and the representative population. Our results suggest that self-selected students are an appropriate subject pool for the study of social behavior.
We report the results of a meta-study of 118 Cognitive Reflection Test studies comprising of 44,558 participants across 21 countries. There is a negative correlation between being female and the overall, and individual, correct answers to CRT questions. Taking the test at the end of an experiment negatively impacts performance. Monetary incentives do not impact performance. Overall students perform better compared to non-student samples. Exposure to CRT over the years may impact outcomes, however, the effect is driven by online studies. We obtain mixed evidence on whether the sequence of questions matters. Finally, we find that computerized tests marginally improve results.
Costly punishment of cheaters who contribute little or nothing to a cooperating group has been extensively studied, as an effective means to enforce cooperation. The prevailing view is that individuals use punishment to retaliate against transgressions of moral standards such as fairness or equity. However, there is much debate regarding the psychological underpinnings of costly punishment. Some authors suggest that costly punishment must be a product of humans' capacity for reasoning, self-control and long-term planning, whereas others argue that it is the result of an impulsive, present-oriented emotional drive. Here, we explore the inter-temporal preferences of punishers in a multilateral cooperation game and show that both interpretations might be right, as we can identify two different types of punishment: punishment of free-riders by cooperators, which is predicted by patience (future orientation); and free-riders' punishment of other free-riders, which is predicted by impatience (present orientation). Therefore, the picture is more complex as punishment by free-riders probably comes not from a reaction against a moral transgression, but instead from a competitive, spiteful drive. Thus, punishment grounded on morals may be related to lasting or delayed psychological incentives, whereas punishment triggered by competitive desires may be linked to short-run aspirations. These results indicate that the individual's time horizon is relevant for the type of social behaviour she opts for. Integrating such differences in inter-temporal preferences and the social behaviour of agents might help to achieve a better understanding of how human cooperation and punishment behaviour has evolved.
Previous research shows that women are more altruist than men in dictator game experiments. Yet, little is known whether women are expected to be more altruist than men. Here we elicit third-parties' beliefs about dictators' donations conditional on knowing the gender of the dictator. Our data provide evidence of three main findings: (i) women are expected to be more altruist than men; (ii) both men and women have correct beliefs about the level of altruism among men; and (iii) both men and women overestimate the level of altruism among women. In doing so, our results uncover a perception gap according to which, although women are more altruist than men, they are expected to be even more altruist than they actually are.
A number of recent papers on double-blind dictator games have obtained significant generous behavior when information regarding the recipient or any other social context is provided. In contrast, the lack of information discourages other-regarding behavior and the subject's behavior closely approximates the game-theoretic prediction based on the selfishness assumption. This paper uses framing to explore the role of helping behavior in dictator games. The whole experiment includes both classroom and regular experiments for the baseline and the framing treatment. To enlarge on the moral costs attached to selfish behavior in the game I included a ''non-neutral'' sentence at the end of the instructions, which reads, ''Note that he relies on you''. The baseline and framed DG are statistically different from each other, indicating that the additional sentence promotes generous-regarding behavior.
This paper investigates the effect of poverty and good intentions on dictator game giving. Previous experimental studies in which information was supplied to dictators about recipients have shown that dictator giving increases overall in this context. We develop a new design of standard informed dictator games with three main variants: 1) three recipients are used instead of one; 2) dictators are informed that their recipients are poor; 3) dictators give donations in the form of medicines instead of money. We have found that 46% of the experimental subjects (dictators) give the full amount of money (100% of the endowment) in the 'poverty' treatment, while in the 'medicines' treatment this percentage increases to 72%. Such extremely generous behavior has seldom been observed in the previous literature on dictator games.
In the Ultimatum Game, a proposer suggests how to split a sum of money with a responder. If the responder rejects the proposal, both players get nothing. Rejection of unfair offers is regarded as a form of punishment implemented by fair-minded individuals, who are willing to impose the cooperation norm at a personal cost. However, recent research using other experimental frameworks has observed non-negligible levels of antisocial punishment by competitive, spiteful individuals, which can eventually undermine cooperation. Using two large-scale experiments, this note explores the nature of Ultimatum Game punishers by analyzing their behavior in a Dictator Game. In both studies, the coexistence of two entirely different sub-populations is confirmed: prosocial punishers on the one hand, who behave fairly as dictators, and spiteful (antisocial) punishers on the other, who are totally unfair. The finding has important implications regarding the evolution of cooperation and the behavioral underpinnings of stable social systems.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.