Identity Utility and Other-Regarding Preferences – an Experiment Draft: February 2015 Michael Kurschilgen Max Planck Institute for Research on Collective Goods, Bonn kurschilgen@coll.mpg.de I test the central idea of identity utility (Akerlof and Kranton 2000), i.e. that human choices reflect a tradeoff between material selfishness and compliance with one’s normative ideal, in the context of other-regarding preferences (Charness and Rabin 2002). This context is particularly interesting since the empirically observed heterogeneity of other-regarding preferences, implies, according to identity utility, that people’s normative ideals will differ even more than their observed choices. As a consequence, increasing the moral cost of norm deviation should make choices not only less selfish but also more heterogeneous. My experimental results largely confirm the theoretical predictions. Interestingly, I find egalitarians to be more willing to deviate from their stated normative ideal than welfarists. All results also hold both when participants are uninformed and informed about others’ behavior. Identity, Other-Regarding Preferences, Introspection, Social Information, Modified Dictator Game, Experiment C91, D03, A13 1 1. Introduction It is a robust finding of behavioral and experimental economics that people not always maximize their material self-interest. Typical examples include generous giving behavior in dictator games (Engel 2011, Forsythe et al. 1994) and rejection behavior in ultimatum games (Güth et al. 1982, Oosterbeek et al. 2004). Two of the most prominent approaches to explain the deviations from material selfishness have been the concepts of other-regarding preferences (Andreoni and Miller 2002, Bolton and Ockenfels 2000, Charness and Rabin 2002, Fehr and Schmidt 1999) on the one hand, and identity utility (Akerlof and Kranton 2000, Bénabou and Tirole 2011) on the other. According to the former, non-selfish choices reflect people’s intrinsic concern for others’ payoffs. In contrast, the latter describes human behavior as a tradeoff between material selfishness on the one hand and the wish to comply with a certain normative ideal on the other. A person’s choice thus depends on the relative (moral) cost of deviating from one’s ideal self. The present paper is the first to study how other-regarding preferences and identity utility relate to each other. Specifically, I start from the robust empirical observation that otherregarding preferences are heterogeneous (Charness and Rabin 2002, Fisman et al. 2007), not only in the extent to which they deviate from material selfishness but also in the nature of their deviation. Whereas some people are willing to forego personal earnings for the sake of higher social efficiency, others are willing to pay for higher equality. This empirically observed heterogeneity represents an interesting test-bed for the concept of identity utility: if people’s deviations from selfishness differ, identity utility implies that their normative ideals will differ even more. As a consequence, identity utility predicts that increasing the relative cost of deviating will make choices not only less selfish but also more heterogeneous, as people’s choices move closer to their respective normative ideals. The present paper tests these predictions. Experimentally, I elicit participants’ other-regarding preferences with the help of a modified dictator game (MDG), in which participants are either decider or recipient. In addition, I make use of the idea of self-reflection or introspection (Krupka and Weber 2009, Smith 1790) in order to induce an increase of the relative cost of deviating from one’s normative ideal. In line with the theoretical predictions, I find that choices become less selfish and more heterogeneous, reflecting even more heterogeneous normative valuations of efficiency vs. equality. However, egalitarians seem significantly more willing to deviate from their stated normative ideal than welfarists. The results are robust to providing subjects with information about other people’s choices. 2 The next section describes the theoretical framework and derives testable predictions. Section three presents the experimental design and section four reports the experimental results. Section five concludes the paper. 2. Theoretical Framework I conceptualize other-regarding preferences following Charness and Rabin (2002): ⎧ ρπ + (1− ρ ) π if π ≥ π j i i j ⎪ Ui = ⎨ ⎪⎩ σπ j + (1− σ ) π i if π i ≤ π j (1) The type space is two-dimensional, as depicted in Figure 1. Every person is characterized by her concern for others when she is richer ( ρ ) and when she is poorer ( σ ). Selfish types, who are only interested in their own material payoff, have ρ = σ = 0 . Social efficiency orientation is described by ρ > 0 and σ > 0 whereas inequality aversion is captured by ρ > 0 and σ < 0 . Other types are theoretically possible but empirically irrelevant. The model of Fehr and Schmidt (1999) is functionally equivalent to Charness and Rabin (2002) but places more restrictions on the range of plausible parameter values thus not allowing for efficiency orientation, which empirically has been shown to be highly relevant. The same shortcoming applies to Bolton and Ockenfels (2000), who have a slightly different conceptualization of equality concerns that focuses on relative payoff differences instead of absolute differences. Andreoni and Miller (2002) have suggested a more general functional form for otherregarding preferences. Their CES-function not only allows for π i and π j to be perfect substitutes, as both Fehr and Schmidt (1999) and Charness and Rabin (2002) assume, but also Leontief, Cobb-Douglas and many other. However, the increase in generality comes along with an additional free parameter (i.e. the elasticity of substitution), which makes the empirical elicitation disproportionately more involved without adding important substance for the purpose of this paper. Empirically, other-regarding preferences have been found to differ particularly along two dimensions: (a) the extent to which a person deviates from material selfishness, i.e. the relative price someone is willing to pay to attain a certain distributional goal, and (b) the nature of the deviation, i.e. in which type of situation someone is willing to give up money. This second empirical regularity makes other-regarding preferences an interesting test-bed for identity utility. 3 Figure 1: Identity utility and other-regarding preferences Identity utility (Akerlof and Kranton 2000) describes human behavior as a tradeoff between material selfishness and compliance with a normative ideal: U ( a ) = π ( a ) − γ D ( a − a! ) (2) According to this model, a person’s utility increases in her material payoffs π ( a ) but decreases as her action a deviates from her normative ideal a! . The relative importance of normative compliance is determined by γ ≥ 0 . The smaller (larger) γ the closer a person’s utility maximizing choice a** will be to her selfish optimum a* (to her normative ideal a! ). In the context of other-regarding preferences, this has some interesting implications, illustrated in Figure 1. If two players’ choices ( a1** and a2** ) in the two-dimensional parameter space of Charness and Rabin (2002) differ, not only in their distance from the selfish optimum a* but in their orientation, this implies that their normative ideals ( a!1 and a! 2 ) will differ even more. As a consequence, increasing γ should make choices (a) move away from selfish optimization, (b) move closer to people’s respective normative ideals, and thus (c) be more heterogeneous along the dimension of normative dissent. Empirically, virtually all participants display ρ ≥ 0 . In contrast, people have been found to differ substantially along the σ dimension, reflecting differing relative inclinations toward social welfare ( σ > 0 ) or equality ( σ < 0 ). 4 3. Experimental Design a. Paradigm Participants play a modified dictator game (MDG) similar to the one of Iriberri and Rey-Biel (2011). There are two roles: one player is decider, the other is recipient. The decider is confronted on her computer screen, successively, with four decision panels, each panel consisting of nine decision tasks (see Figure 2), i.e. a total of 36 tasks. In every task, the decider may choose between Option A and Option B. Option A is always profit maximizing. By choosing Option B a decider can either create additional income for the recipient (panels 1 and 2) or destroy parts of it (panels 3 and 4). In panels 1 and 3 the decider is richer than the recipient whereas in panels 2 and 4 she is poorer. Ahead Create Option A Option B Option A Option B Task πi πj πi πj πi πj πi πj 1 2 3 4 5 6 7 8 9 170 170 170 170 170 170 170 170 170 70 70 70 70 70 70 70 70 70 160 160 160 160 160 160 160 160 160 82 84 88 94 102 112 124 138 154 110 110 110 110 110 110 110 110 110 120 120 120 120 120 120 120 120 120 100 100 100 100 100 100 100 100 100 132 134 138 144 152 162 174 188 204 A A Option A Destroy Behind B B Option B A A Option A B B Option B Task πi πj πi πj πi πj πi πj 1 2 3 4 5 6 7 8 9 140 140 140 140 140 140 140 140 140 130 130 130 130 130 130 130 130 130 130 130 130 130 130 130 130 130 130 118 116 112 106 98 88 76 62 46 90 90 90 90 90 90 90 90 90 180 180 180 180 180 180 180 180 180 80 80 80 80 80 80 80 80 80 168 166 162 156 148 138 126 112 96 A A B B A A B B Figure 2: Decision panels and tasks in the MDG Player i is the decider and player j the recipient in the MDG. Each of the 4 decision panels consists of 9 tasks in which the decider chooses between an option A and an option B. The MDG serves as an instrument to elicit participants’ other-regarding preferences in the two-dimensional parameter space of the Charness and Rabin (2002) utility function (see 5 Appendix 5). The design of the MDG aims for subjects to make deliberate, well-thought choices. For that purpose, I deviate from the MDG of Iriberri and Rey-Biel (2011) in two respects: First, I let deciders choose between two options (Option A: selfish, Option B: destroy or create) instead of three (Option A: selfish, Option B: create, Option C: destroy). Second, instead of presenting the tasks randomly, I classify them into four panels and sort them within every panel by the relative price of creating/destroying. Figure 3: Cartesian type space of the MDG Deciders’ choice behavior in the MDG allows categorizing them in the Cartesian type space depicted in Figure 3. Players that always choose the profit maximizing Option A are categorized as selfish, which corresponds to the origin of the graph. Every time a decider chooses Option B over Option A she pays a price of 10 tokens. The further East (West) of the origin a dot is, the more money a decider is willing to give up in order to create (destroy) income when she is richer than the recipient. The further North (South) of the origin a dot is, the more money a decider gives up to create (destroy) income when she is poorer than the recipient. Hence, the North-East (South-East) extreme of the graph represents the maximum amount of efficiency (equality) a decider can choose. Dot x in Figure 3, for instance, corresponds to a decider who 6 being richer pays 80 tokens to create income for the recipient while being poorer pays 20 tokes to destroy income of the recipient. Dot x thus deviates 80+20=100 tokens from Max Profits, 10+110=120 tokens from Max Efficiency, and 10+70=80 tokens from Max Equality. In order to test the predictions stated in the previous section, I measure for each treatment (a) the mean distance from Max Profits, (b) the mean distance from Max Efficiency and Max Equality, and (c) the standard deviation of choices along the σ -dimension. b. Treatments I run two sets of treatment comparisons: (1) with uninformed deciders, (2) with informed deciders. The uninformed set compares behavior in treatments BASE and REFLECT. The BASE treatment consists simply of the MDG described above. In the REFLECT treatment, after reading the instructions but before assigning the roles of decider and recipient, subjects are asked for their moral judgments. Specifically, they have to state for each of the 36 tasks they will subsequently be seeing in the MDG: “Which of the two Options (A or B) do you find morally right?” The instructions on the computer screen make it clear that the answers to this question are not payoff relevant and will not be revealed to other participants. Subsequently, subjects are assigned their roles and play the payoff-relevant MDG. When playing the MDG, deciders are reminded on their screens of their own, previously stated, moral judgments. The idea of the REFLECT treatment is to strengthen participants’ awareness of their own moral convictions and thus their relative weight, without imposing any specific normative content, i.e. to increase γ without altering a! . This idea can in fact be traced back to Adam Smiths concept of introspection, who called for strengthening one’s normative self by becoming “the impartial spectator of one’s own character and conduct” (Smith 1790). A similar approach is used by Krupka and Weber (2009), who have subjects deliberate about what others possibly said one should do (“injuctive focus”). It contrasts for instance with the more intrusive approach of Dal Bó and Dal Bó (2009), who provide participants with messages that define moral behavior, and Bicchieri and Xiao (2009), who manipulate dictators’ normative expectations by telling them what the majority thought should be done. To test the effect of self-reflection on informed subjects, I run a new baseline, called INFO. The only difference to BASE is that in INFO deciders are informed that the game has been run before with more than 100 deciders. On their computer screens they then see for each 7 of the 36 decision tasks the percentage of deciders that chose the selfish Option A in previous experiments.1 The REFLECT+INFO treatment combines the respective elements of REFLECT and INFO. First, before knowing their role in the subsequent game, subjects are asked to state what they believe to be “morally right”, just as in the REFLECT treatment. Thereupon they are informed that the game has been run before with more than 100 deciders. When playing the MDG they are reminded on their screens for each of the 36 tasks of both their own moral judgments and which percentage of previous deciders chose Option A. In the INFO+REFLECT treatment the order of the two elements is reversed. After reading the instructions, subjects are informed that the game has been run before with more than 100 deciders. They are then asked to make their moral judgments while seeing on their screens for each of the 36 tasks which percentage of previous deciders chose Option A. When playing the MDG they are reminded on their screens for each of the 36 tasks of both their own moral judgments and which percentage of deciders in the Baseline preferred Option A. c. Procedure The experiment was conducted at the EconLab in Bonn, Germany. 736 subjects were recruited via email from a pool of more than 5000 people, using the software ORSEE (Greiner 2004), 304 participants for the BASE treatment, 144 for INFO, 96 for REFLECT, 96 for REFLECT+INFO, and 96 for INFO+REFLECT (between-subject design). Upon arriving at the laboratory, participants were seated in visually completely isolated cubicles. Experimental instructions (see Appendix 1) were identical in both treatments. They were handed out in paper to the participants and read aloud by the experimenter. Participants were then asked to turn their attention to the computer screens in front of them. The experiment was computerized in ztree (Fischbacher 2007). At the end of experiment, the computer randomly picked one decision task per panel for payoff. The corresponding token amounts from those four decision tasks were added and changed into Euros (100 tokens = 1 Euro). Participants earned on average € 6 (ca. US$ 8) for approximately 20 minutes in the lab, which corresponds to about twice the typical student’s hourly wage. 1 The information is taken from the real choice behavior of deciders in the BASE treatment, see Appendix 4. 8 4. Results Figure 4 depicts deciders’ choices in BASE and REFLECT. In both treatments, the modal behavior is pure selfishness, as illustrated by the large black dot in the origin of both graphs. In BASE, 46 percent of deciders never pick Option B, in REFLECT the share of purely selfish deciders decreases to 31 percent. On average, deciders in BASE only deviate 37 tokens from the selfish maximum, nearly doubling the distance to 71 tokens in REFLECT (Mann-Whitney ranksum test, two-sided, N=159, p=0.005). The largest part of the change away from selfishness goes into the direction of efficiency, reducing the average distance to Max Efficiency from 152 tokens in BASE to 121 in REFLECT (MW, two-sided, N=159, p=0.010). The distance to Max Equality is also reduced from 173 to 163 tokens but fails to reach significance (MW, two-sided, N=159, p=0.160). Heterogeneity along the σ -dimension increases, as predicted, from 32 tokens in BASE to 43 in REFLECT (Levene’s F-test for equality of variances, two-sided, N=159, p=0.002). 0 80 0. 0. 0. 0. .1 42 −2.50 29 60 19 −0.71 13 40 0 20 −0.31 7 −0.17 <−− to destroy to create −−> Price paid when behind 80 60 40 20 0 20 40 0 −0 rho 20 1 42 0. 29 0. 0. 0. .1 −0 .3 −0 .7 .5 −0 −2 19 80 13 −2.50 0 60 7 −0.71 1 40 1 20 −0.31 0 −0.17 0.13 .3 0 40 −0 0 60 80 20 60 0.19 1 0.13 0.29 0 40 .7 60 0.19 80 .5 0.29 0.42 −0 80 −2 0.42 sigma 80 60 40 20 0 20 40 60 Price paid when ahead <−− to destroy to create −−> <−− to destroy to create −−> Price paid when behind sigma 80 Price paid when ahead <−− to destroy to create −−> rho Figure 4: Choices in BASE and REFLECT The left (right) graph depicts individual choices in BASE (REFLECT). For informed players the effect of self-reflection is very similar, see Figure 5. The deviation from Max Profits increases from 32 tokens in INFO to 62 in REFLECT+INFO (MW, two-sided, N=108, p=0.010) and 60 in INFO+REFLECT (MW, two-sided, N=107, p=0.006). The deviation from Max Efficiency decreases from 150 in INFO to 124 in REFLECT+INFO (MW, two-sided, N=108, p=0.018) and 127 in INFO+REFLECT (MW, two-sided, N=107, p=0.029). Choices approach Max Equality descriptively in REFLECT+INFO, from a mean distance of 182 tokens to 169 (MW, two-sided, N=108, p=0.233), and significantly in 9 INFO+REFLECT, from 182 to 163 (MW, two-sided, N=107, p=0.007). σ -heterogeneity increases from 28 tokens in INFO to 39 in REFLECT+INFO (Levene test, two-sided, N=108, p=0.012) and 36 in INFO+REFLECT (Levene test, two-sided, N=107, p=0.027). 40 0.13 20 0 0 42 0. 29 19 0. 0. 13 0. .3 .1 −0 −0 .7 0 80 7 60 −2.50 1 40 −0.71 1 20 −0.31 0 −0.17 <−− to destroy to create −−> Price paid when behind 80 60 40 20 0 20 40 60 80 60 0.19 .5 0. 0. 0. .1 0. rho 80 0.29 −0 80 42 −2.50 29 60 19 −0.71 13 40 0 −0.31 7 20 1 −0.17 0.42 −2 0 sigma 0 <−− to destroy to create −−> Price paid when behind 80 60 40 20 0 20 40 20 .3 42 0. 0. 0. 0. .3 .7 .5 .1 −0 −0 −0 −2 rho 29 80 19 −2.50 13 60 0 −0.71 7 40 1 −0.31 1 20 0 −0.17 60 80 0 0.13 −0 0 40 1 20 0.19 0 0.13 60 .7 40 80 0.29 −0 0.19 Price paid when ahead <−− to destroy to create −−> 0.42 .5 60 −0 80 0.29 −2 0.42 sigma 80 60 40 20 0 20 40 60 Price paid when ahead <−− to destroy to create −−> <−− to destroy to create −−> Price paid when behind sigma 80 Price paid when ahead <−− to destroy to create −−> rho Figure 5: Choices in INFO, REFLECT+INFO and INFO+REFLECT The left (middle) [right] graph depicts individual choices in INFO (REFLECT+INFO) [INFO+REFLECT]. Looking at incentivized choice behavior in the MDG, I thus find strong evidence in favor of self-reflection making choices less selfish and more heterogeneous. Moreover, choices move both strongly in the direction efficiency and, somewhat less strongly, in the direction of equality. The effect is virtually identical for informed as for uninformed deciders. My results thus support the predictions derived from identity utility. So far, however, I have only worked with two stylized normative ideals: Max Efficiency and Max Equality. Figure 6 shows what deciders, behind the veil of ignorance, actually state as “morally right behavior”.2 The large black dots in the North-East and South-East corner of the graph suggests that the stylized approach may actually not be too far off. In addition, many participants’ self-stated moral ideal seems to be a weighted average between maximizing efficiency, equality, and to some extent even own profits. According to their moral judgments, 22 percent can be categorized as inequality averse as they state that is morally right to increase the recipient’s income when one is richer but to reduce it when one is poorer, 48 percent self-declare efficiency oriented, and 15 percent are exactly on the horizontal line that distinguishes efficiency from equality orientation. Notably, 13 percent state it is morally right to be selfish. 2 I pool the moral judgments from REFLECT, REFLECT+INFO, and INFO+REFLECT. This seems conceivable as there is no significant difference between informed and uninformed deciders, neither with respect to choices, nor moral judgments. 10 60 80 20 40 0 40 20 0.42 80 0.29 60 0.19 40 0.13 20 0 0 −2.50 80 0. 0. 0. 0. −2 42 60 29 −0.71 19 40 13 −0.31 0 20 .5 −0 0 .7 −0 1 .3 −0 1 .1 7 −0.17 <−− to destroy to create −−> Price paid when behind sigma 80 60 Price paid when ahead <−− to destroy to create −−> rho Figure 6: Moral judgments behind the veil of ignorance Deciders’ moral judgments in REFLECT, REFLECT+INFO, INFO+REFLECT are pooled since there is no significant difference between them. How do these moral judgments translate into actual choice behavior, once the veil of ingnorance is lifted? Identity utility would predict them to become more selfish but not change their general normative orientation. As Figure 7 illustrates, this is exactly what happens. Each arrow starts at a player’s moral judgment and points to her actual choice in the MDG. The left graph shows the behavior of self-declared equality-oriented players, hence all arrows start by definition in the South-East quadrant. Strikingly, they almost never leave the quadrant. Faced with a real incentivized choice, equality-oriented players become significantly more selfish. The distance from Max Profits decreases from 134 to 57 tokens (Wilcoxon signrank test, two-sided, N=28, p<0.001) just as the distance from Max Equality rises from 45 to 130 tokens (WSR, twosided, N=28, p<0.001). Notably, however, their distance to Max Efficiency stays virtually unchanged, only minimally decreasing from 165 to 161 (WSR, two-sided, N=28, p=0.871). The picture is even more striking for the self-declared efficiency-oriented players as literally none of them leaves the North-East quadrant. Also their choices are significantly more selfish than their moral judgments. The mean distance form Max Profits decreases from 137 to 94 tokens (WSR, two-sided, N=62, p<0.001) just as the distance from Max Efficiency increases from 43 to 86 tokens (WSR, two-sided, N=62, p<0.001). Also these players do not revise their 11 general normative orientation as their distance from Max Equality shrinks only minimally from 178 to 174 tokens (WSR, two-sided, N=62, p=0.111).3 80 0.42 80 0.29 60 0.29 60 0.19 40 0.19 40 0.13 20 0.13 20 0 60 80 −2.50 80 rho 0. 0. 0. 42 −0.71 29 60 19 40 13 −0.31 0. 0. 0. 0. 20 0. −2.50 0 −0.17 42 −0.71 29 40 19 −0.31 13 20 0 −0.17 0 0 0 sigma 0.42 <−− to destroy to create −−> Price paid when behind 80 60 40 20 0 80 60 40 20 Price paid when ahead <−− to destroy to create −−> <−− to destroy to create −−> Price paid when behind sigma 0 Price paid when ahead <−− to destroy to create −−> rho Figure 7: Moral judgments and actual choices The left (right) graph shows the deciders that self-declared equality (efficiency) oriented. Every arrow starts at an individual decider’s moral judgment and points at their actual choice. Comparing Figure 6 with Figure 4 and Figure 5 it is striking how the rather extended type space of moral judgments translates into a much narrower type space of actual choices. Just as predicted by identity utility subjects have, independent of their individual conception of a normative ideal, selfishness as a common denominator. As players trade off compliance with their individual normative ideal against selfish profit maximization, their actual incentivized choices become much more homogeneous than their moral judgments behind the veil of ignorance. Interestingly, however, types differ quite a bit with respect to the price they are willing to pay for normative compliance. Efficiency oriented players move from the judgment that giving up 137 tokens would be morally right to actually giving up only 94 tokens. Equality oriented players, however, declare it morally right to pay 135 tokens and end up paying only 57 tokens to implement a more equal outcome. This is illustrated in Figure 7 by the fact that the arrows in the left graph are substantially longer than those of the right graph. The difference between selfdeclared efficiency and equality types is significant (MW, two-sided, N=90, p=0.016). 3 The 15 percent mixed types display a similar pattern, their choices being significantly more selfish than their moral judgments (WSR, two-sided, N=19, p=0.008) but without becoming more efficiency nor equality oriented. Finally, of the 17 self-declared selfish deciders, 16 confirmed their moral judgment with an identical subsequent choice. 12 5. Conclusion This paper has compared two of the most prominent conceptual frameworks to explain deviations from material selfishness: other-regarding preferences and identity utility. The context of other-regarding preferences is a particularly interesting test-bed for identity utility since the empirically observed heterogeneity implies that if people’s actual choices differ, their normative ideals should differ even more. Thus, increasing the relative cost of deviating should make choices not only less selfish but also more heterogeneous, moving them closer to people’s individual normative ideals. Experimentally, I have elicited participants’ other-regarding preferences in a modified dictator game (MDG). By means of self-reflection behind the veil of ignorance, I have experimentally induced a higher moral cost of deviating from one’s normative ideal, both with uninformed and with informed players. The results largely confirm the theoretical predictions. Increasing the relative weight of identity makes choices substantially less selfish and more heterogeneous. Choices also move significantly closer to the maximum attainable level of efficiency in the game. In contrast, I find choices to only weakly become more egalitarian even though many participants state strong moral preferences for equality. The reason seems to be that self-declared egalitarians are more willing to deviate from their stated normative ideal than welfarists. My experimental results show that people’s moral judgments about the appropriate tradeoff between efficiency and equality vary substantially more than their subsequent choices, the reason being that virtually all participants, independent of their specific normative convictions, are to some extent selfish. This has an interesting implication. An important part of social science, most notably the literature on social dilemmas, is concerned with finding ways to restrain people’s selfishness and encourage their moral responsibility. However, when people differ with respect to their normative ideals, as participants do in the simple, non-strategic, twodimensional setting of this paper, appealing to morality might actually increase the difficulty of finding common ground and thus the potential of conflict. Further research should examine whether, in strategic settings characterized by heterogeneity of normative conceptions, human selfishness may actually serve a social purpose as a useful coordination device. 13 References Akerlof, George A. and Rachel E. Kranton. 2000. "Economics and Identity." The Quarterly Journal of Economics, 115(3), 715-53. Andreoni, James and John Miller. 2002. "Giving According to Garp. An Experimental Test of the Consistency of Preferences for Altruism." Econometrica, 70, 737-53. Bénabou, Roland and Jean Tirole. 2011. "Identity, Morals, and Taboos: Beliefs as Assets." The Quarterly Journal of Economics, 126(2), 805-55. Bicchieri, Cristina and Erte Xiao. 2009. 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Experimental Economics, 7, 17188. Smith, Adam. 1790. The Theory of Moral Sentiments, or, an Essay Towards an Analysis of the Principles by Which Men Naturally Judge Concerning the Conduct and Character, First of Their Neighbours, and Afterwards of Themselves. To Which Is Added, a Dissertation on the Origin of Languages. London: Strahan. 14 Appendix 1: Experimental Instructions General Information Welcome to our experiment! If you read the following explanations carefully, you will be able to earn a substantial sum of money, depending on the decisions you make. It is therefore crucial that you read these explanations carefully. During the experiment there shall be absolutely no communication between participants. Any violation of this rule means you will be excluded from the experiment and from any payments. If you have any questions, please raise your hand. We will then come over to you. During the experiment we will not calculate in euro, but instead in tokens. Your total income is therefore initially calculated in tokens. The total number of tokens you accumulate in the course of the experiment will be transferred into Euro at the end, at a rate of 100 tokens = 1 Euro. At the end you will receive from us the cash sum, in euro, based on the number of tokens you have earned. The Experiment In the experiment, there are two roles: decider and recipient. At the beginning of the experiment you will be randomly allotted one of the two roles. One half of the participants will be deciders, the other half will be recipients. During the entire experiment, you will remain in the same role. On your computer screen you will be shown 4 tables, one after the other. Every table consists of 9 decision tasks. A decision task could for example read as follows: Option A Option B Decider (You) 12 10 Recipient 5 7 Your decision (A or B): In every decision task the decider has to choose between Option A and Option B. The two options define how many tokens the decider gets and how many the recipient gets. In this example the decider gets 12 tokens and the recipient 5 tokens if the decider chooses Option A. If the decider chooses Option B, the decider gets 10 tokens and the recipient 7 tokens. In every decision task the computer will randomly match every decider with a different recipient. Thus the decider-recipient pairs change in every decision task. The decider will never know the identity of the recipient. The recipient will never know the identity of the decider. 15 At the end of every table please press the “OK” button on the lower right hand side of your screen. Only after pressing “OK” your decisions are saved and become effective. You will then be shown the next table. Payoffs At the end of experiment the computer will randomly pick one decision task out of every table. The computer thus picks in total 4 decision tasks, one from every table. The corresponding token amounts from those 4 decision tasks will be added and changed into Euros. If you are decider, your payoffs only depend on your own choices and on the random draw at the end of the experiment. If you are recipient, your payoffs only depend on the choices of the corresponding decider and the random draw at the end of the experiment. 16 Appendix 2: Additional screen in REFLECT treatment Before the computer randomly determines who will be Decider and who will be Recipient, we would like to know your opinion. We would like to know from you: Which of the two Options (A or B) do you find morally right? The answers to these questions will be kept anonymous. No other participant will get to know them at any time. Your answers to these questions are not relevant for your payoffs. Appendix 3: Additional screen in INFO treatment This Experiment has been run before with more than 100 Deciders. In the column on the right hand side of your screen you can see how the Deciders in those previous Experiments decided. Specifically, you will be shown which percentage of Deciders chose Option A or Option B in the corresponding Choice Task. Appendix 4: Information about choices of previous players (by panel) Ahead Ahead Behind Behind Create Destroy Create Destroy 1 89% chose A 95% chose A 91% chose A 95% chose A 2 89% chose A 95% chose A 92% chose A 91% chose A 3 87% chose A 97% chose A 89% chose A 95% chose A 4 83% chose A 98% chose A 88% chose A 90% chose A 5 76% chose A 99% chose A 84% chose A 90% chose A 6 68% chose A 97% chose A 76% chose A 89% chose A 7 64% chose A 97% chose A 74% chose A 91% chose A 8 58% chose A 97% chose A 68% chose A 90% chose A 9 53% chose A 97% chose A 67% chose A 89% chose A 17 Appendix 5: Logic of the Modified Dictator Game (MDG) Player i prefers allocation B to allocation A iff U iB ≥ U iA . Assuming Charness and Rabin (2002) preferences and π i ≥ π j this implies: ( ( π iB − π iA ≥ ρ (π iB − π iA ) − π Bj − π Aj )) (A1) which, for convenience, I rewrite as: ( Δi ≥ ρ Δi − Δ j ) (A2) The same argument applies to π i ≤ π j by simply replacing ρ with σ . Assuming Δ i < 0 (i.e. allocation B is less profitable to player i than allocation B) a person’s choice reveals her ρ and σ parameters as depicted in Table A1. Table A1: Parameter Space of the MDG πi ≥ π j πi ≤ π j Δi < Δ j ρ≥ Δi >0 Δi − Δ j σ≥ Δi >0 Δi − Δ j Δi > Δ j ρ≤ Δi <0 Δi − Δ j σ≤ Δi <0 Δi − Δ j Table A2 illustrates how the experimental MDG devotes one decision panel to each of these four situations. In the two panels on the left, the decider’s payoff is always higher than the recipient’s ( π i ≥ π j ) whereas in the two right-hand panels it is the other way around ( π i ≤ π j ). In the two upper panels the decider can create income for the recipient ( Δ i < 0 < Δ j ) whereas in the two lower panels she can reduce ( 0 > Δ i > Δ j ). In each panel, there are nine decision tasks. In each task the decider has to choose between Option A and Option B, specifying two different payoff allocations for the decider and the corresponding recipient. Option A is the same for every task within a given panel. Option B creates or destroys income of the recipient at a cost of 10 tokens. Take for example task 1 of the Ahead-Create panel. If the decider chooses Option A she receives 170 tokens and the recipient 70 tokens and if she chooses Option B she gets 160 and the recipient 82. 18 Ahead Behind Destroy Create π A = 170 π A = 70 i j π A = 110 π A = 120 i j Task πB i πB j Δi Δj ρ≥ πB i πB j Δi Δj σ≥ 1 2 3 4 5 6 7 8 9 160 160 160 160 160 160 160 160 160 82 84 88 94 102 112 124 138 154 -10 -10 -10 -10 -10 -10 -10 -10 -10 12 14 18 24 32 42 54 68 84 0.45 0.42 0.36 0.29 0.24 0.19 0.16 0.13 0.11 100 100 100 100 100 100 100 100 100 132 134 138 144 152 162 174 188 204 -10 -10 -10 -10 -10 -10 -10 -10 -10 12 14 18 24 32 42 54 68 84 0.45 0.42 0.36 0.29 0.24 0.19 0.16 0.13 0.11 Task π A = 140 π A = 130 i j B B π Δi π j i Δj σ≤ 1 2 3 4 5 6 7 8 9 130 130 130 130 130 130 130 130 130 -12 -14 -18 -24 -32 -42 -54 -68 -84 -5.00 -2.50 -1.25 -0.71 -0.45 -0.31 -0.23 -0.17 -0.14 118 116 112 106 98 88 76 62 46 -10 -10 -10 -10 -10 -10 -10 -10 -10 Δj ρ≤ -12 -14 -18 -24 -32 -42 -54 -68 -84 -5.00 -2.50 -1.25 -0.71 -0.45 -0.31 -0.23 -0.17 -0.14 π A = 90 π A = 180 i j B B π Δi π j i 80 80 80 80 80 80 80 80 80 168 166 162 156 148 138 126 112 96 -10 -10 -10 -10 -10 -10 -10 -10 -10 Note: To ensure that stakes are comparable across panels, every panel has approximately (i.e. constrained on only 1 9 using integers) the same average pie size P = ∑ π i,tA + π Aj,t + π i,tB + π Bj,t . Ahead-Create has 254 tokens, Ahead18 t=1 Destroy 246, Behind-Create 244, and Behind-Destroy 246. In each panel the relative price of creating/destroying decreases with every task. In task 1, the decider has to give up 10 tokens to create/destroy 12 tokens whereas in task 9 for the same cost the decider creates/destroys 84 tokens. Consequently, choosing Option B in task 1 and Option A in task 2 of the same panel would violate the General Axiom of Revealed Preferences (GARP). In the MDG, a GARP-consistent decider should have at most one switch from Option A to Option B per panel, and no switch from B to A. In addition, consistency requires players not to both create and destroy when they are ahead (or behind). If these consistency requirements are met, the ρ and σ of a given decider are defined by the point at which she switches from Option A to Option B. For example, a player who chooses Option A in the first 3 tasks of the Ahead-Create panel and Option B in the remaining 6 tasks, would have 0.36 > ρ ≥ 0.29 . The same player might then for instance choose always Option A in the Ahead-Destroy panel and in the Behind-Create 19 panel but then switch to Option B in task 7 of the Behind-Destroy panel. This would yield −0.31 > σ ≤ −0.23 . The type classification is straightforward: Selfish players will never choose Option B since this is costly. Efficiency oriented players will create income for the recipient both when ahead and when behind as long as the relative price of creating is low enough. Equality oriented players will also create when ahead but destroy when behind. Competitive types will destroy recipients’ income no matter whether they are ahead or behind. 20