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Lecture 8 Slides

This document provides an overview of social preferences and prosocial behavior. It discusses three classic experimental games - the dictator game, ultimatum game, and trust game - and how people's behavior in these games differs from standard economic predictions of selfishness. It then introduces the Fehr-Schmidt model of social preferences, which incorporates inequality aversion, to better explain prosocial behaviors like giving in dictator games, rejecting unfair offers in ultimatum games, and reciprocal trusting and trustworthy behaviors in trust games. The document closes by discussing possible motivations for prosociality beyond pure altruism, such as reciprocity.

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0% found this document useful (0 votes)
49 views

Lecture 8 Slides

This document provides an overview of social preferences and prosocial behavior. It discusses three classic experimental games - the dictator game, ultimatum game, and trust game - and how people's behavior in these games differs from standard economic predictions of selfishness. It then introduces the Fehr-Schmidt model of social preferences, which incorporates inequality aversion, to better explain prosocial behaviors like giving in dictator games, rejecting unfair offers in ultimatum games, and reciprocal trusting and trustworthy behaviors in trust games. The document closes by discussing possible motivations for prosociality beyond pure altruism, such as reciprocity.

Uploaded by

ryan goh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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Lecture 8: Social Preferences I

EC4394: Behavioral Economics

National University of Singapore


Johannes Haushofer

Spring 2023
Recap and plan for today
• Last few weeks: Time and risk preferences, reference-dependent utility
• Risk preferences: people are risk-averse in the gains domain, risk-seeking in the loss
domain
• Reference-dependent utility: evaluation of prospects happens relative to a reference
point (i.e. in terms of gains and losses), not relative to final outcomes
• Loss aversion and the endowment effect: losses weigh more heavily than gains of the
same absolute magnitude
• Probability weighting: people underweight large probabilities (except for certainty); and
overweight small probabilities

• Today: Social Preferences


Pro-social behavior
• What we just saw are examples of pro-social behavior
• An important branch of behavioral economics has asked whether these
behaviors can be studied experimentally.
• In the early days of behavioral economics, researchers began to ask in earnest
whether such behavior could be studied experimentally.
• Three workhorse games:
• Dictator game
• Ultimatum game
• Trust game
The Dictator Game
• Two players, 1 and 2
• Player 1 receives an endowment (e.g. SGD 10).
Player 2 has 0.
• Player 1 can send any share of their
endowment to Player 2, including 0% or
100%.
• Player 2 receives , Player 1 keeps .
• The game ends
• Often seen as a way to measure “pure altruism”
The Ultimatum Game
• A modified dictator game: Again Player 1 receives an endowment and decides
how much of it to send to Player 2.
• But in contrast to the Dictator Game Player, Player 2 is not a passive recipient:
they can decide whether to accept or reject the split proposed by Player 1.
• If they accept, the split proposed by Player 1 gets implemented:
• Player 2 receives
• Player 1 receives
• If they reject, both get nothing.
• Typically seen as a way to measure adherence to social norms (Player 1), and
enforcement of social norms (Player 2).
The Trust Game
• Two players, 1 and 2
• Player 1 receives an endowment, e.g. SGD 10.
1
Player 2 has 0.
• Player 1 can send any share of their endowment
to Player 2.
• The money travels to Player 2 via the
experimenter, who triples it.
• So Player 2 receives 3 times what Player 1 sent, .
Player 1 now has .
• Player 2 can now decide if they want to send
some share of their new endowment back to
2
Player 1.
• Player 1 now has .
• Player 2 now has .
• Typically seen as a way to measure Trust (Player
1) and Trustworthiness (Player 2)
What does standard theory predict about behavior in these
games?
• What are the predictions of economic theory about
behavior in these games?
• Utility is typically modeled with only the decision-
maker’s own payoff in the utility function:

• I.e., people are selfish: they only care about


themselves and their own payoffs.
What does standard theory predict about behavior in these
games?
• Dominant strategy in the Dictator Game: Player 1:
give nothing
• Dominant strategy in the Ultimatum Game:
• Player 1: Share nothing
• Player 2: Accept any amount > 0
• Dominant strategy in the Trust Game: Reverse
induction 
• Player 2: Return nothing
• Player 1: Send nothing
How do people actually behave in these games?
• Dictator Game:
• People give 28.4% of their endowment on average (Engel, 2011)
• Giving is similar for hypothetical and real stakes, and for large and small stakes

• Ultimatum Game:
• Modal offer is 50–50 split
• Average offer is 40.4% of the pie (Oosterbeek et al., 2004)
• Offers less than 20–30% are typically rejected
• Average rejection rate is 16.2%

• Trust Game:
• Player 1 sends 50% of their endowment on average
• Player 2 typically returns 37% of the amount they have available on average (Johnson &
Mislin, 2011)
Cross-country variation
Cross-country variation
Cross-country variation
Trust-
worthiness

Trust
(Trustworthiness)
Pro-social behavior is universal
• Many people around the world exhibit pro-social behavior
• They give non-zero amounts in the Dictator Game!
• They make non-zero offers in the Ultimatum Game, and reject “unfair”
offers!
• They send money in the Trust Game, and the receiver sends money back!
• This is so weird! According to our standard model, it shouldn’t
happen!
• Remember from above: Utility is typically modeled with only the
decision-maker’s own payoff in the utility function: . People are
selfish.
• So our standard economic model may need adjusting! It doesn’t
Modeling pro-social behavior
Modeling pro-social behavior
• Fehr-Schmidt utility function with social preferences
(two-player case):

• measures aversion to disadvantageous inequality: player ’s


utility is reduced if player ’s payoff is higher than her own.
• How much is it reduced? By times the difference.
• measures aversion to advantageous inequality: player ’s utility
is reduced if player ’s payoff is lower than her own.
• How much is it reduced? By times the difference.
• Assumptions: ; (being “behind” the other person is worse than
being ahead)
Modeling pro-social behavior
Marginal utilities
• Disadvantageous inequality (the other person is ahead)
• You get 1 additional dollar:
• Utility goes up by more than 1: you get an extra dollar, and you’re now less behind.
• The other person gets 1 additional dollar:
• Utility goes down by because you’re now further behind.
• Advantageous inequality (you are ahead)
• You get 1 additional dollar:
• Utility goes up by less than 1: you get an extra dollar, but you’re now more ahead, which you dislike.
• The other person gets 1 additional dollar:
• Utility increases by because you’re now less ahead of the other person.
• Notice that when and you’re ahead, your utility goes up by 0.5 regardless of whether you or the other person gets
a dollar.
• Under what circumstances would you allocate an extra dollar to the other person rather than yourself when you’re
ahead?
• The marginal utility of giving the dollar to the other person must be bigger than the marginal utility of giving it to yourself: .
• Under what circumstances would you allocate an extra dollar to the other person rather than yourself when you’re
behind? Doesn’t happen because the marginal utility of giving it to yourself, , is always larger than that of giving it
away, .
The Fehr-Schmidt model and the Dictator Game

• How does the Fehr-Schmidt model explain behavior in the


dictator game?
• Remember what we said on the last slide:
• When you’re behind, you always allocate extra dollars to yourself
• When you’re ahead (as you are, at the beginning of the dictator
game), you allocate money to the other person if . (If that’s not the
case, you keep everything to yourself.)
• How much to you allocate to the other person?
• Maximization problem:
The Fehr-Schmidt model and the Dictator Game

• Advantageous inequality (i.e. or ):

• Corner solution at
 If : Utility is maximized at , i.e. when Player 1 gives half their endowment to
Player 2.
 If : Corner solution at ; no sharing.
The Fehr-Schmidt model and the Ultimatum Game
• Start with Player 2: Would they ever reject a positive offer? Remember this would never
happen with “standard” preferences, because even a small amount is better than nothing.
• Example with Fehr-Schmidt preferences: Denote as and the disadvantageous and
advantageous inequality aversion parameters of Player 2, respectively.
• Utility for Player 2:

• Where does disadvantageous inequality lead utility to go below zero?

• Utility drops below 0 when Player 1 offers a share smaller than . In this case, Player 2
suffers so much from having a lower payoff than Player 1 because of disadvantageous
inequality aversion that it’s better for Player 2 to earn 0 than to earn a positive amount.
The Fehr-Schmidt model and the Ultimatum Game
• How will Player 1 behave? Suppose they know perfectly what Player 2 will do.
• If Player 1 offers : Player 1 receives , Player 2 receives
• If Player 1 offers less, both receive 0
• If : Player 1 is ahead at the beginning of the game. We said that they want to
allocate money to Player 2 iff . How much do they propose to Player 2 in this case?

• Advantageous inequality () (remember Player 1 is ahead):

• Again a corner solution at  Player 1 shares equally with Player 2 if .


• If : How much does Player 1 propose to Player 2?
• In this case, they want to keep as much as possible for themselves. So they propose the
minimum that Player 2 will accept, i.e. .
The Fehr-Schmidt model and the Trust Game
• Start at the end: How much will Player 2 send back?
• Notice the second stage of the trust game is a modified dictator game, with initial
endowments:
• Player 2:
• Player 1: .
• If Player 2 is ahead, i.e. , and : Player 2 wants will transfer enough to create equality
between the two players.
• The total pie is now ). So Player 2 sends back just enough that Player 1 has half of that, i.e.
.
• If Player 2 is ahead and : Player 2 sends nothing back. Player 1 then has .
• If Player 2 is behind: they send nothing back. Player 1 has .
• How much does Player 1 send?
• If : Player 1 will end up with . This means it’s in their interest to send everything.
• If : Player 2 sends nothing back, so Player 1 sends nothing in the first place.
Why do people behave pro-socially?
1. Pure altruism: The Fehr-Schmidt model explores one possible reason why people
behave pro-socially: they have internalized other people’s preferences. This is
“pure altruism”. But there are other possible motives:
2. (Anticipated) Reciprocity: I do good because it may come back to me in the
future.  Helping could be purely selfish.
Evidence: The average Player 1 offer in the trust game is about 50%, i.e. much higher than
in the dictator game (30%).
3. Social norms/social signaling: I want to be perceived as a good person by others.
4. Self-signaling: I feel bad about myself if I’m not nice.

Not entirely mutually exclusive (e.g. 4 could be modeled as 1, 3 could be driven by 2).

Which of these motives actually drive behavior?


Pure altruism?
• Think back of e.g. the Ukraine examples from the beginning: isn’t that
evidence of pure altruism?
• Not necessarily: people are observed while helping, so they could be doing it
for social image concerns
• This is why the dictator game was an important advance:
• Purely anonymous: You don’t know who the other player is  No scope for social
image concerns
• One-shot game: The game is only played once; you can’t hope that your generosity will
come back to you in the future
• Giving in the dictator game is quite generous! Remember, about 30% of the
pie.
• So is this evidence of pure altruism?
Re-interpreting dictator game giving
• The standard dictator game is played with positive outcomes only; Player 1
cannot “take” from Player 1
• When that is allowed, Player 1 does take a little bit on average!
Re-interpreting dictator game giving
Design:
• Baseline treatment:
• Player 1 has $10 can can allocate anywhere from $0 to $5 to Player 2
• Player 2 has $5 endowment, and gets whatever Player 1 gives them
• “Take 1” Treatment: Player 1 can allocate anywhere from –$1 to +$5
• “Take 5” Treatment: Player 1 can allocate anywhere from –$5 to +$5
Re-interpreting dictator game giving
• In the fully symmetric game, Player 1 takes on average $2.5 from Player 2. (What does
Player 1 end up with? How about Player 2? Can this be explained by Fehr-Schmidt
Preferences?)
• But: some people (10% in the symmetric game) do make positive offers.
• So when the game is fully symmetric, the evidence for pure altruism is a lot weaker.
Face-saving concerns?
Face-saving concerns?
Face-saving concerns?
• People are less likely to answer the door to a donation opportunity when they know it is coming: they want to
“avoid the ask” to not lose face
• Could be accommodated in the utility function by including a “social pressure” term which the individual can
avoid if they aren’t home
• This has been called “avoiding the ask”

• But it turns out people don’t just want to


save face in front of others — they also
want to do it in front of themselves!
Saving face *in
front of
yourself*?
Saving face *in front of yourself*?
Saving face *in front of yourself*?
• In the baseline dictator game, only 26% of participants make the “unfair” (keep $6, give other $1) choice.
• Hidden information game: Dictator has a choice whether to decide under ignorance, i.e. not knowing the
payoff to the recipient; or whether to decide with full information. Importantly, the recipient doesn’t know
whether the dictator chose to reveal. So the only motive for not revealing is “feeling bad about yourself”.
• Only between 50 and 63% choose to find out what the other person received.
• Between 63% and 81% of dictators make the unfair choice.

Interpretation: Self-image is an important motivator in dictator game giving; when people are given a chance
to preserve their self-image, they act much more selfishly.
Summary
• Basic insight from today’s lecture: people’s decisions are powerfully socially
motivated
• The simple self-interested model doesn’t fully capture people’s decisions in
social situations

 Next week: Examples of interventions with social preferences

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