MOOD AND ECONOMIC DECISION MAKING: EXPERIMENTAL EVIDENCE JUDD B. KESSLER ANDREW MCCLELLAN ANDREW SCHOTTER September 6, 2015 ABSTRACT In this paper we investigate the impact of short-term fluctuations in happiness (i.e. a positive mood) on decision-making. The emotional fluctuations we analyze are orthogonal to the fundamentals of the decision maker’s wellbeing and standard theory suggests they should have no effect. We perform an experiment in a sports bar on the Upper East Side of Manhattan while subjects watch an NFL football game. During numerous commercial breaks, we monitor subjects’ happiness and ask them to perform a set of standard experimental tasks involving charitable giving, risk taking, trust, and willingness to pay. We find that the events of the game not only affect the mood of our subjects but that these changes in mood lead to predictable changes in decisions. Our experiment introduces a new method for inducing a dynamic mood sequence and provides a model that can explain why changes in short-term emotions influence economic decisions. I. Introduction Every day we face myriad opportunities to buy things, be generous, take risks, and trust others. Between making these decisions, we face the outcomes of numerous unrelated events: whether it is a sunny, whether the barista making our coffee is friendly, whether the episode of TV that we are watching has an entertaining ending, or whether our favorite sports team wins a game. While these events no doubt make us happy for a short while, we know that they are orthogonal to the fundamentals of our wellbeing and should not affect our decisions. Indeed, if such emotions were to systematically affect the choices we make, we might want to be conscious of this relationship to avoid taking actions we would later regret. Those who might potentially profit from our behavior would also want to understand the relationship between our emotions and our choices. Despite a rich literature in Psychology, Neuroscience,1 and Economics showing that emotions affect decisions including: trust and trustworthiness (see, e.g., Capra [2004]; Dunn and Schweitzer [2005]; Kirchsteiger, Rigotti, and Rustichini [2006]; Myers and Tingley [2011]); risk (see, e.g., Johnson and Tversky [1983]; Nygren et al. [1996]; Lerner and Keltner [2000], [2001]; Loewenstein, Weber, Hsee, and Welch [2001]); willingness to pay (see, e.g., Lerner, Small, and Loewenstein [2004]); and helping behavior (see, e.g., Aderman [1972]; Isen and Levin [1973]; Rosenhan, Underwood and Moore [1974]; Konow and Earley [2008]), and despite the urging of prominent researchers to integrate emotions into economic models of decision-making (see, e.g., Jon 1 For the Neuroscience literature, see, e.g., LeDoux (1996), Lempert and Phelps (2013), and Bechara et al. (1997). Elster [1998] and George Loewenstein [2000]), Economics has generally ignored the role of emotions on behavior.2 To the extent that Economic theory has considered emotions, it has tended to do so in the framework of Psychological Game Theory — making specific emotions, like guilt, a byproduct of beliefs or unfilled expectations (see, e.g., Charness and Dufwenberg [2006], Battigalli and Dufwenberg [2007]; see Caplin and Leahy [2001] for a treatment where the goods people contemplate have an emotional component). Other, more applied papers introduce emotions into the calculus of decision making but do not provide an associated model to explain this (see, e.g., Loewenstein and Ariely [2005] on willingness to engage in risky sexual activity in response to sexual arousal; Edmans, Garcia, and Norli [2007] on stock markets dips in response to a country’s elimination from the world cup; Card and Dahl [2011] on spikes in domestic violence when a city’s football team suffers a surprise loss).3 In this paper, we introduce a new experimental paradigm for investigating the impact of fluctuations in one important emotion, happiness (i.e. a positive mood), on behavior. Our design allows us to leverage naturally occurring short-term variations in 2 There is, of course, a now well established literature on the relationship between happiness and utility (see, e.g., Kahneman et al. [2004]; Frey, Luechinger, and Stutzer [2008]; and the paper by Kimball and Willis [2006], which presents a model describing the relationship between these two concepts.). There is also a rich literature that looks at happiness as an outcome measure following Bentham (1789). Much of this research focuses on how subjective well-being has changed over time (see, e.g., Stevenson and Wolfers [2008] and Sacks, Stevenson, and Wolfers [2010], [2012]). More recent work has found that individuals do not choose the things that maximize suggestive well-being, identifying systematic wedges between suggestive-well being and utility (see, e.g., Benjamin et al. [2012], [2014]), and identifying an alternative way of measuring subjective wellbeing that could serve as a better proxy for utility (see, e.g., Benjamin et al. [2014]). While we differ from this important research — we treat happiness as an input into the utility function rather than a measure of its level — our findings complement the work by revealing another rationale for measuring happiness, namely it can have a direct effect on economic decisionmaking. 3 While Card and Dahl (2011) do provide some theoretical structure in their paper, their model tailored to fit the situation they are trying to describe. happiness from exogenous events — orthogonal to the fundamentals of well being — while holding all other aspects of the subjects’ lives constant.4 In particular, we leverage the short-term fluctuations in happiness induced when subjects watch an NFL football game. During commercial breaks of the game they are watching, we repeatedly measure each subject’s mood and present the subject with a set of decision tasks.5 As will be described in detail in the following sections, watching the game generated variation in self-reported happiness for the vast majority (81%) of subjects. Swings in happiness were not random; events in the game lead to predicable responses in happiness.6 For example, we observe a significant increase in happiness when a subject’s favored team scores a touchdown, an even larger decrease in happiness when the opposing team does so, a smaller increase when a favored team kicks a field goal and no significant effect on happiness when the opposing team kicks a field goal.7 We find that changes in happiness affect the behavior of our subjects in each of the four tasks presented to them: willingness to pay for consumer goods, risk taking, willingness to donate money, and trust or trustworthiness. In addition, we find that all effects are in the “same direction,” such that people are more willing to give up money 4 This method ensures we avoid changes in happiness that might come from more substantial changes in economic or other conditions (e.g. performance at work, stock market returns, new romantic relationships) that might have direct effects on economic decisions unrelated to mood. 5 In particular, to measure mood we ask: “How do you feel right now?” on a 7-point Likert scale with answers ranging from: (1) “very unhappy” to (7) “very happy”. As will be described in the experimental design section, we also ask subjects other questions about the game as controls to ensure the changes in behavior we see result from changes in happiness (rather than from changes in these other things about the game). 6 We log events of each game, which allows us to investigate how events that took place since last subject data entry (e.g., whether there was a touchdown, field goal, etc.) affect subject happiness. 7 This substantial variation in happiness arises despite the fact that subjects were not watching games that involved their local team (subjects came from a New York City subject pool and neither the New York Jets nor the New York Giants played in either of the games subjects watched). Our results would presumably be stronger if subjects were more engaged in the game. (including paying more for a consumer good, giving more to charity, and being trustworthy) and take risks (including buying a lottery and trusting others) when they are relatively happier. We present a simple model of decision-making under the influence of emotions that puts mood into the utility function and can rationalize all our results about how happiness affects decision with a very simple assumption that can be interpreted simply as: being happy makes you feel richer.8 Our experimental design differs significantly from designs used by others. In a typical experiment investigating the relationship of emotions to decision making, the experimenter induces one or two emotions (e.g. happiness and sadness) at one point in time by either: (a) showing a subject a happy or sad movie clip (see, e.g., Kirchsteiger, Rigotti, and Rustichini [2006]; Zarghamee and Ifcher [2011]) or (b) having them recollect in writing a sad or happy event in their life using the Autobiographical Emotional Memory Task (see, e.g., Strack, Schwarz, and Gschneidinger [1985]; Myers and Tingely [2011]). After subjects are primed with these emotions, they engage in a decision task and the behavior of those primed with different emotions is compared. Our design differs from these previous studies in several important ways. First, we do not induce emotions per se but rather ask our subjects to watch a sporting event in a natural setting and allow the events of the game to alter their emotional state. Second, and perhaps more importantly, our design is dynamic in the sense that we do not induce an emotion at one point in time and then measure the impact of that primed emotion on behavior. Rather, we allow our subjects to take an emotional journey over a three-hour 8 Formally, the key assumption is that the cross partial of utility with respect to wealth and happiness is negative, that is the marginal utility of money is lower when someone is happier. This is equivalent to happiness making individuals feel richer. Some results additionally require an additional assumption on the form of the marginal utility with respect to mood. timespan — of the kind they might experience during many naturally occurring events of their life — and track how changing emotions affect their decision behavior. 9 Since during the game the fundamentals of a subject’s wellbeing are not changing, we can impute the changes in their decisions to the impact of the game on their happiness.10 This paper proceeds as follows. In Section II we present our experimental design. In Section III we present our results. Since our results indicate that emotions have a predictable impact on decision-making, in Section IV we offer a model of decision making under the influence of emotions that puts mood into the utility function and can rationalize our results. In Section V we offer some conclusions. II. Experimental Design The experiment involved two experimental sessions at two sports bars in the Upper East Side neighborhood of New York City. Subjects were recruited from an NBC Sports subject pool consisting of people who had volunteered in the past to take part in focus groups.11 Recruitment information informed potential subjects that in the study they would watch an NFL game in a sports bar, be given $15 to subsidize their food consumption, be guaranteed $30 for showing up, and have the chance of earning more money during the experiment depending on the decisions they made. 9 Put another way, our experiment generates a time series of self-reported happiness and associated decisions rather than a response to an emotion at a signal point in time. 10 We are not the only researchers to recognize that sports can be a useful way to vary emotions of sports fans. A paper by Lambsdorff, Giamattei, Werner, and Schubert (2015) uses soccer as an emotional prime. However, their set up is quite different from ours on a number of dimensions, the most prominent difference is that subjects only make one decision and do so before the game begins. 11 The project was funded by NBC Sports as part of a larger program investigating the impact of sports viewing on decision-making. Since subjects were invited to a sports bar they had to be at least 21 years old to participate in the study. Consequently, our subjects are demographically distinct from the university undergraduates traditionally used in laboratory experiments. In addition to being older, our sample is almost all working rather than in school (49 out of 64 subjects reported having full-time employment while only 1 out of 64 was a student) and our sample has relatively high earnings (48 out of 64 subjects reported earning $50,000 or more). The average age of subjects was 41 years old and 51 of 64 had completed at least a Bachelor’s degree with 30% having an advanced degree. Table 1 reports the demographics of our subject population. Table 1: Subject Demographics Demographics Mean (SD) Number of Subjects 64 Female 38% Age 41.0(12.1) Education PhD 2% Masters Degree 28% Bachelors Degree 50% Some College 19% High School 2% Employment Full time employed 77% Part time employed 17% Student 2% Unemployed 5% Income Income over $100,000 33% Income $50,000 to $99,999 42% Income $25,000 to $49,999 19% Income less than $25,000 6% Notes: Table 1 reports the percentage of the subjects who reported being in each demographic category. Means (with standard deviations in parentheses) are reported for continuous variables. Subjects arrived one hour before the game started and were instructed about the content of the experiment. It was explained that they would engage in four incentivized decision-making tasks and answer four un-incentivized questions at the start of the game and at a number of commercial breaks during the broadcast. On average, subjects entered data (i.e., made decisions and answered questions) 15 times over the course of the study. Subjects were told that at the end of the experiment, the computer would randomly pick one of the decision tasks and one of the entry times and their decision in that task and entry time would determine payoffs. II.A. Demographic Questionnaire Before the game, we recorded demographic information about our subjects by asking them their work status, education, gender, age, and income, the results of which are reported in Table 1. In addition, they were asked their feelings about watching sports, football, and the particular game they were about to watch (see the full list of questions in Appendix A). The subjects were also asked to choose among a set of charities to which they might donate and a set of consumer goods that they might buy during the experiment (as will be described in the following subsections). II.B. Four Decision Tasks and Emotion Question In the following subsections we describe the four decision tasks that subjects faced as well as the un-incentivized questions we had them answer. Each time subjects provided data in the experiment, these tasks and questions were displayed in the order described below. II.B.1 Charitable Giving In the charitable giving task, subjects were told they had the opportunity to donate money to a charity. At the start of the experiment, they were asked to choose a favorite charity from a set of three: (a) United Way, (b) American Cancer Society, and (c) World Wildlife Fund. Each time subjects entered data, they were asked how much of a $40 endowment they wanted to donate to the charity they had chosen at the start of the experiment (see Instructions in Appendix B). If this task was chosen for payment at the end of the experiment, any money not donated was given to the subject. Subjects were explicitly told that any money donated would actually be given to the charity they selected.12 II.B.2 Willingness to Pay for Consumer Good In the willingness to pay task, subjects had a $40 endowment that they could use to buy a consumer good. At the start of the experiment, subjects had the option to choose a good from a set of three options: (a) a wool hat (they could choose between a men’s or women’s hat), (b) Sony headphones, or (c) a “Chromecast”, Google hardware for streaming video. Each of these goods had a retail price of $30 to $40. Each time subjects entered data, they were asked how much out of their $40 endowment for this task they were willing to pay for the good they had selected. We used the Becker-DeGrootSubjects were told verbally: “You can be 100% confident that the money will be donated.” Donations were made after both sessions of the study were run. 12 Marschak mechanism (BDM) to elicit their willingness to pay. The mechanism was explained to subjects and they were explicitly told it was in their best interest to report the highest amount of money they would be willing to pay for the good but not more (see Instructions in Appendix B). If this task was chosen to be payoff-relevant for a subject, the BDM mechanism was employed. A price was randomly selected and the subject either kept the $40 endowment (if the randomly determined price was above the stated willingness to pay) or bought the good at the randomly selected price (if the price was below the stated willingness to pay). II.B.3 Willingness to Pay for a Risky Gamble This decision task was nearly identical to the consumer good task except that subjects were asked about willingness to pay for a lottery ticket that offered a 50% chance of receiving $40 and a 50% chance of receiving $0. Again, each time subjects entered data, they were asked how much out of their $40 endowment for this task they were willing to pay for the good using the BDM mechanism (see Instructions in Appendix B). If the subject ended up buying the lottery ticked at the BDM determined price, that price was subtracted from their $40 endowment and the risky lottery was realized (they either received an extra $40 or $0). If they did not buy the lottery ticket, they kept their $40 endowment. II.B.4 Trust Game The final task was a discretized trust game. In this game, each subject interacted anonymously with another subject in the session. Subjects were randomly assigned to be either a sender (“Player A” in the instructions) or a receiver (“Player B” in the instructions). Subjects were told that the sender started with $32 and the receiver started with $0. The sender could choose to send $0, $8, $16, $24, or $32 of his $32 to the receiver. The receiver would get three times the amount of money transferred by the sender and have the opportunity to transfer money back — from $0 up to the total amount received from the sender’s transfer. This money was returned one-for-one to the sender without being multiplied. Each sender was asked to choose one amount ($0, $8, $16, $24, or $32) to send to the receiver. Each receiver was asked to choose one amount to return for each of the possible amounts they might get from the sender using the strategy method. In particular, all receivers were asked how much they wanted to return to the sender if they got $24, if they got $48, if they got $72, and if they got $96 (see Instructions in Appendix B). No feedback was given during the experiment, but subjects were told that if this decision problem was chosen for cash payment, the game would be played out and payoffs determined accordingly. II.B.5 Questionnaire After subjects engaged in each of the four decision tasks, they made self-reports about their current emotional state and their reaction to the recent events in the game. Subjects were asked to report (on a scale from 1 to 7) answers to the following four questions, in the following order: 1. How surprised are you about the recent events in the game, i.e. events since the last commercial break entry? (7-point Likert scale where 1 is “not at all,” 3 is “somewhat,” 5 is “a lot,” and 7 is “incredibly.”). 2. How exciting do you find the game you are watching? (7-point Likert scale where 1 is “not at all,” 3 is “somewhat,” 5 is “a lot,” and 7 is “incredibly.”). 3. How do you feel right now? (7-point Likert scale where 1 is “very unhappy,” 2 is “unhappy,” 3 is “somewhat unhappy,” 4 is “neither happy nor unhappy,” 5 is “somewhat happy,” 6 is “happy,” and 7 is “very happy.”). 4. What do you think the chances are that the team you said you were rooting for will win? (Scale from 0 to 100 where 0 is “definitely won’t win” and 100 is “definitely will win.”) We were primarily interested in how being in a good mood would affect the decision tasks noted above and so we were most concerned with the answer to question 3 about happiness. However, we wanted to make sure we could control for other features of the game that might affect choices in the decision tasks — and might be correlated with self-reported happiness — but not work through an effect on mood. To address this issue, we asked about excitement and surprise, which we thought might be affected by events in the game and could potentially serve as controls for other things about the game that might influence decisions without working through an effect on happiness. II.C. Comments on our experimental design A few things about our experimental design are worth noting. First, doing experiments in sports bars is not common. In a field setting like a sports bar, you may not be able to maintain the same control over the environment that you typically have in the lab.13 One particularly important element of the lack of control in a sports bar is alcohol. Subjects in our experiment were each given a voucher worth $15 for food but had to buy their own drinks if they wished. While some subjects did drink, our observation was that alcohol consumption was relatively light (e.g. no one became obviously intoxicated during the study). While alcohol consumption has been known to influence choice (see Burghart, Glimcher, and Lazzaro [2013] on how alcohol affects the ability to satisfy GARP), we had no indication that it was a major factor in the behavior of subjects and, as will be discussed below, in all our results we control for how many entries the subject has made, suggesting that an increase in alcohol consumption over the course of the evening is not driving results. Second, since subjects were recruited from a pool maintained by NBC Sports, the experiment did not select a random sample of the population but was skewed toward sports fans. This feature of the design serves our purpose well as we are interested in using the random variation of events in the games to generate swings in mood, and this is more likely to be successful with sports fans. This also heightens the realism of our paradigm since people who dislike sports are unlikely to watch sports on a regular basis. 13 In Session 1, we ran our experiment on a floor of the sports bar designated for our study. In Session 2, conducted in a different sports bar, we had the entire back end of the bar, which was isolated from the rest of the bar. While in both sessions we ensured that all screens subjects could see were showing our game, other patrons cheering for other games in other parts of the bars could have theoretically distracted subjects. In addition, subjects completed the experiment on web-based software (written specifically for this experiment) that was accessible on tablets that could be used from anywhere in the bar. This had the advantage of allowing subjects to sit wherever they wanted in our designated sections and watch the football game as they would have otherwise; however, we did not force subjects to stay seated, so they could leave the bar to smoke or to go to the bathroom and thus miss an opportunity to enter data. Third, while subjects were incentivized in the decision tasks they performed, they were not incentivized for their responses to our questionnaire about emotions or beliefs. We know of no scheme that truthfully elicits people’s emotions, and self-reports of emotions have been successfully used in Economics (see, e.g., van Winden [2007]) and in Psychology (e.g. the many papers cited above).14 Fourth, as stated above, our design uses a naturally occurring event, an NFL football game, to induce a dynamic path of emotions rather than inducing one static emotion at one point in time. This introduces realism into the experiment insofar as it generates the kind of common swings in emotions people experience on a day-to-day basis and it allows us to view the same person as the mood fluctuates reported as it is likely to do outside the lab. III. Results On average, subjects enter data — that is, complete the four decision tasks and report their mood — 14.77 times during the study.15 Importantly for our study, the vast majority of subjects display variation in their emotional state over the course of the game. Table 2 reports the percentage of subjects who change their emotional state and change their decision task choices at least once during the course of the game. 14 Of course, one could try to measure subjects' emotional states using some type of physical measurement like fMRI or skin conductance, but it is not clear to us that those measures are reliable enough and such tests are obviously hard to administer in a sports bar. 15 The minimum number of entries was 10 and the maximum was 18. Not every subject completed entered data every time it was requested. Subjects may have been otherwise occupied (e.g. eating or in the restroom) when asked to enter data. In addition, subjects were technically able to enter data at times other than when we asked them to do so. Nevertheless 55% of subjects submitted exactly 15 reports, and 89% of subjects submitted either 14, 15, or 16 reports. A total of 52 of the 64 subjects (81%) changed their answer to the happiness question: “How do you feel right now?” at least once in the study. It is reassuring to see this variation in reported mood, since such variation is necessary for us to evaluate how emotional changes affect economic decision-making. In addition, as we will show below, this variation in emotions is not random. Instead, it predictably responds to the events of the game. Events that constitute good news for a subject’s preferred team on average make that subject happier. Consequently, when we investigate how changes in reported emotions correlate with changes in economic decisions, we can be confident that we are leveraging variations in emotions induced by exogenous events in the game. We also observe variation in the economic decisions subjects made over the course of the game. In particular, 30 of the 64 subjects (47%) change the amount they choose to donate; 36 of the 64 subjects (56%) change the maximum amount they are willing to pay for a good they selected at the start of the experiment, and the same number, 36 of the 64 subjects (56%), change the maximum amount they are willing to pay for a lottery ticket that pays out $40 with 50% probability. In total, 89% of subjects display variation in at least one decision task. That there is variation in these economic decisions allows us to investigate the cause of this variation and whether changes in happiness correlate with these changes in behavior. Table 2: Variation in Questions and Decisions % of subjects who Question or Decision show variation Happiness 81% Surprise 95% Excitation 95% Donation to charity 47% Willingness to pay for good 56% Willingness to pay for gamble 56% Transfer to trustee (out of 32 subjects) 50% Return/transfer by trustee to any (out of 32 subjects) 78% Return/transfer by trustee to 24 (out of 32 subjects) 44% Return/transfer by trustee to 48 (out of 32 subjects) 44% Return/transfer by trustee to 72 (out of 32 subjects) 63% Return/transfer by trustee to 96 (out of 32 subjects) 72% Variation in at least one decision task 89% III.A. What determines mood? In this subsection, we investigate the mood that subjects report and show that it responds predictably to events in the game. At the start of each session, we asked subjects which of the two teams playing in the game they favored. 29 out of the 30 subjects watching the December 29, 2013 game between the Philadelphia Eagles and the Dallas Cowboys reported that they favored either the Eagles or the Cowboys, and 32 out of the 34 subjects watching the January 4, 2014 game between the Philadelphia Eagles and the New Orleans Saints reported that they favored either the Eagles or the Saints.16 For these 61 subjects, we can code scores in the game — i.e. touchdowns and field goals — as either being a touchdown for their favored team, a touchdown for their disfavored team, a field goal for their favored team, or a field goal for their disfavored 16 Subjects could refuse to answer the question by selecting a team that was not playing that day to be their favored team for that game. In the December 29, 2013 game between the Philadelphia Eagles and the Dallas Cowboys, 17 subjects favored the Eagles and 12 subjects favored the Cowboys. In the January 4, 2014 game between the Philadelphia Eagles and the New Orleans Saints, 13 subjects favored the Eagles and 19 favored the Saints. team.17 We asked subjects to report their emotions in the commercial break that followed each score, so we can compare how responses to the emotions questions change over the course of game, comparing how emotions respond when no score occurs to when subjects experience one of the four outcomes listed above. Note that when a score occurs, it will be coded as a score for the favored team for some subjects and a score for the disfavored team for other subjects, depending on which team they prefer. In the results that follow, we restrict the effect of the score for a favored team to be the same, regardless of the team the subject favors. Table 3 reports regression results displaying how happiness changes as a result of scores in the game. Looking at regression (1), we see that subjects asked how they feel immediately following a favored team scoring a touchdown report being happier than they are on average throughout the game. The same pattern arises for a favored team field goal, although the coefficients are smaller in magnitude, suggesting a directionally smaller effect of a field goal on mood. The effect of a disfavored team touchdown leads to a decrease in happiness and there is no significant effect associated with a disfavored team field goal. Regression (2) additionally controls for a subject’s self-reported probability that their favored team will win the game, elicited at the same time as the happiness measure. Comparing regressions (1) and (2) we see that controlling for the probability that the favored team wins the game shrinks the magnitude of the coefficients associated with the scores, suggesting that at least some of the effect on happiness associated with the scores is driven by scores leading to a change in their subjective probability that the favored 17 No safeties were scored in either of the games in our experiment. In addition, in this analysis we ignore points scored post touchdown. Since fumbles and interceptions were very rare events in the games our subjects watched, our results on them are inconclusive. team will win the game which also affects happiness. Nevertheless, an effect of the scores on happiness persists even excluding the effect that works through the change in belief that the favored team will win.18 Table 3: How Mood Responds to Events in the Game Self-Reported Happiness (0-6) (1) (2) Favored Team TD 0.34 0.25 (0.081)*** (0.074)*** Favored Team FG 0.26 0.14 (0.081)*** (0.077)* Disfavored Team TD -0.33 -0.24 (0.12)** (0.11)** Disfavored Team FG -0.027 0.067 (0.10) (0.091) Prob. favored wins (0-100) 0.017 (0.0035)*** Constant 3.92 2.79 (0.027)*** (0.22)*** Subjects 61 61 Obs. 912 912 R-Squared 0.667 0.698 Notes: Table 3 shows the effect of scores in the game on selfreported happiness elicited in a Likert-scale measured on a 0 to 6 scale. The regressions control for average happiness of each subject and cluster the coefficients by subject. Significance denoted as * p < 0.1, ** p < 0.05, *** p < 0.01. The same scores that generate fluctuations in subject happiness also increase selfreported excitement and surprise (see Table A1 in the Appendix).19 This suggests that to isolate the effect of happiness on economic decisions may require controlling for surprise and excitement that are correlated with happiness (see Table A2 in the Appendix). 18 As might be expected, subjects with an above median interest in sports in general and in football in particular had directionally bigger swings in emotion resulting from scores. 19 As might be expected, the relationship between scores and excitement and surprise do not appear to be mitigated by controlling for the probability the favored team will win the game. In total, the pattern of results suggests that happiness responds predictably to events in the game, suggesting that the observed emotional swings are not random but rather result from subjects’ experiences watching the game. We now turn to investigating how such swings in happiness affect decision-making. III.B. How mood affects decision making Subjects’ self-reported happiness strongly predicts observed variation in subjects’ choices in the experiment. Tables 4 and 5 show results for the economic decisions for all subjects during the experiment. Regressions include subject fixed effects and control for the number of times the subject had previously entered data. The even numbered regressions additionally control for self-reported excitement and self-reported surprise, which are correlated with happiness and might have independent effects on the economic decisions. Including these additional controls does not affect the relationship between happiness and the decisions. Table 4 reports on each of the decision tasks independently. Charitable giving, willingness to pay for the consumer good, willingness to pay for the lottery (a measure of risk aversion), and transfer in the trust game all statistically significantly increase (at p<0.1 or p<0.05) with happiness. The charitable donation, willingness to pay for the good, and willingness to pay for the lottery each increase by between $0.46 and $0.56 per point of happiness on the 7-point scale, with only slight variation across task and specification. The amount transferred by senders in the trust game increases by about $1 out of a potential $32 for each point of happiness on the 7-point scale. Percent of transfer returned is the percentage of the amount that a receiver gets from the sender that is returned. This amount also directionally increases with happiness, but the relationship is not statistically significant. Since all the response in Table 4 are in the “same direction”, Table 5 collapses data across all economic decisions. Regressions (1) and (2) combine the three decision tasks in which subjects choose a gift or willingness to pay out of a $40 endowment. On average, a one-point increase on the happiness scale increases the amount given or the willingness to pay by just over $0.50. Regressions (3) and (4) combine all choices in the experiment — including the trust game choices — by representing each decision as a percentage of the action space the subject is willing to give, pay, transfer, or return (i.e. the percentage of the $40 endowment in the first three games, the percentage of the $32 for the senders, and the percentage of the amount the receiver gets for the receivers). This percent of action space increases by 1.31 to 1.39 percentage points per point on the happiness Likert-scale. Table 4: How Each Choice Responds to Emotional State Happiness (0-6) Constant Charity WTP for Good WTP for Lottery Transfer Percent of Transfer ($ out of 40) ($ out of 40) ($ out of 40) (0, 8, 16, 24, or 32) Returned (1) (2) (3) (4) (5) (6) (7) (8) (9) (10) 0.55 0.46 0.48 0.56 0.53 0.51 1.12 0.81 1.24 1.06 (0.28)* (0.27)* (0.21)** (0.21)*** (0.29)* (0.27)* (0.50)** (0.35)** (0.94) (0.87) 15.7 15.3 18.1 18.5 15.6 15.4 15.7 14.8 29.9 25.8 (1.08)*** (1.65)*** (0.78)*** (1.21)*** (1.71)*** (2.19)*** (2.43)*** (2.54)*** (5.22)*** (7.12)*** Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Time Controls Additional Controls No Yes No Yes No Yes No Yes No Yes Subjects 64 64 64 64 64 64 32 32 32 32 Observations 949 949 949 949 949 949 463 463 1,872 1,872 R-squared 0.938 0.940 0.945 0.946 0.873 0.878 0.886 0.893 0.749 0.755 Notes: Table 4 shows regressions of the incentive-compatible economic decisions of how much to donate to a charity (chosen by the subject at the start of the experiment, either: the United Way, the American Cancer Society, or the World Wildlife Fund); willingness to pay (WTP) for a good (chosen by the subject at the start of the experiment, either: a wool hat, a pair of headphones, or a video streaming device); willingness to pay (WTP) for a lottery that is a 50% chance of winning $40; how much to transfer in a trust game; and how much to transfer back out of what was sent on self-reported happiness. Time Controls include non-parametric controls for how many commercial break entries the subject has made interacted with session. Additional Controls are non-parametric controls for self-reported measures of excitement and surprise interacted with session. Happiness, excitement and surprise were each elicited with a Likert-scale on a 0 to 6 scale. The regressions control for the average of the dependent variable of each subject and cluster the coefficients by subject. Significance denoted as * p < 0.1, ** p < 0.05, *** p < 0.01. Table 5: How Choices Respond to Emotional State All excluding trust game All choices ($ out of 40) (% of action space) (1) (2) (3) (4) Happiness (0-6) 0.52 0.51 1.39 1.31 (0.19)*** (0.17)*** (0.59)** (0.55)** Constant 16.5 16.4 38.6 36.2 (0.85)*** (1.23)*** (2.98)*** (4.27)*** Time Controls Yes Yes Yes Yes Additional Controls No Yes No Yes Subjects 64 64 64 64 Observations 2,847 2,847 5,182 5,182 R-squared 0.489 0.490 0.413 0.415 Notes: Table 5 shows regressions of the incentive-compatible economic decisions in the experiment. Time Controls include non-parametric controls for how many commercial break entries the subject has made interacted with session. Additional Controls are nonparametric controls for self-reported measures of excitement and surprise interacted with session. Happiness, excitement and surprise were each elicited with a Likert-scale on a 0 to 6 scale. The regressions control for the average of the dependent variable of each subject and cluster the coefficients by subject. Significance denoted as * p < 0.1, ** p < 0.05, *** p < 0.01. Our results are surprising. It is curious that people’s moods are so malleable that they can change repeatedly over a period of a few hours merely by watching a football game. What’s more puzzling, however, is that such changes in mood brought upon by objectively frivolous events are capable of altering the economic decisions that individuals make. These results have a variety of important implications. First, our results offer insights into the $518 billion a year advertising market (Zenith Optimedia [2014]). Advertisers who pay for television airtime should be aware of the relationship between events in a broadcast and their impact on mood and decisions, since the relationship might suggest a more sophisticated advertising policy that conditions advertisements based on the expected mood of viewers. For example, in the context of football games, if a touchdown makes fans rooting for the scoring team happier, and thus, for example, temporarily more risk seeking, advertisements for the state lottery or a Las Vegas vacation may be relatively more effective. On the other hand, the fans of the scored-upon team who are temporarily more risk averse might be more responsive to an advertisement for car insurance. Given that most sporting events feature teams from different cities — and thus different media markets — our results might suggest advertising different goods in these different cities depending in the events of the game. Even more targeted opportunities exist in new media where advertisers can potentially target advertisements to specific content — that they believe to induce good or bad moods — to take advantage of the relationship between mood and generosity, trust, risk, and willingness to pay. Our results similarly open the door for advertisers to manipulate mood themselves in an effort to sell products. Advertisements the emphasize happiness (like those for Coca-Cola or McDonald’s) may be aimed at — among other things — manipulating mood in an effort to sell goods that some consumers might otherwise not buy. In other words, advertisers need not wait for external content (e.g. the events of a sporting event, news article, or television show) to alter mood in order to leverage this relationship between mood and decision-making; they might instead induce the mood themselves. Finally, our results speak to economic theory in general and discrete choice theory in particular. In the next section, we propose a specific way for utility theory to incorporate mood, but our results suggest that mood may already play a roll in the error terms of existing models. In the theory of discrete choice, it is assumed that when a decision maker chooses between several discrete objects, her utility for any object is affected by a random utility shock drawn from a particular distribution (e.g. an Extreme Value Type I distribution). However, the source of these shocks is rarely discussed. Our results suggest that one source for these shocks is the mood that the decision maker happens to be in at the precise time the decision needs to be made. Since in our daily lives we are bombarded by exogenous events that constantly change our mood, it may not be surprising if these utility shocks were in some way related to these shocks to our happiness. IV. A Model of Mood and Decision Making In this section, we develop a simple utility model of mood and decision-making that can rationalize the results described in the previous section and can serve as a framework for thinking about how mood might affect economic behavior more generally.20 In standard economic theory, utility is typically a function of material payoff. However, in recent years scholars have extended this construct to include such factors as the payoff of others (see, e.g., Fehr and Schmidt [1999]; Bolton and Ockenfels [2000]), beliefs (see, e.g., Geanakopolos, Pearce and Stacchetti [1989]; Rabin [1993]; Brunnermeier and Parker [2005]), and other factors. But utility may also be a function of the mood one is in when making a decision. Such a link has been described by 20 There is an interesting relationship between what we present here and the model of Kimball and Willis (206) where it is assumed that happiness and utility are included in a model of lifecycle utility maximization. Happiness, in that framework, is considered as a shock to lifetime or long-run utility. What is interesting in our paper is that we see an effect of short-term happiness on decisions and the short-term happiness is induced by events that have absolutely no effect on lifetime satisfaction. Hence, we find that happiness can affect behavior even when it is well known that it has no impact of long-term outcomes. Loewenstein (2000), which posits that one can model such dependency in a statedependent framework. Here we propose a model of mood-dependent decision-making that allows us to give some theoretical insights into the decisions made by our subjects. The model we propose is flexible enough to explain our data yet structured enough to provide an explanation of how mood can influence a decision maker’s choice in a variety of settings. To start, we need to distinguish two types of situations where mood may be relevant: one-person decisions and multi-person interactions. In both situations, we model mood as an exogenous parameter that, in the case of our experiment, is affected by the events in the game being watched and not by their choices in the decision tasks. In other words, the act of stating that they will give money to a charity or pay a certain amount for a good does not change subjects’ mood during the experiment over and above the exogenous mood induced by watching the game.21 In the case of a one-person decision task, we propose a simple utility function where utility is a function of exogenous mood and material payoff as follows: 𝑢𝑖 (𝜎𝑖 , 𝜋𝑖 ) (1) where 𝜎𝑖 , is the exogenous mood (determined by the events of the game) and 𝜋𝑖 is the material payoff of person 𝑖. In the case of a two-person interaction between 𝑖 and 𝑗, we posit the following utility function: 21 Note that the assumption that mood does not depend on choices in the experiment does not mean that a subject is not made happier by a purchase or that a subject does not receive a “warm glow” utility from helping others. It simply means that helping others does not alter his mood. We think this is realistic given that the decisions subjects are making will not be implemented until the end of the experiment and so are unlikely to affect happiness during the experiment. Put succinctly, we look at decision making conditional on mood where the mood is determined exogenously. 𝑈𝑖 (𝜎, 𝜋𝑖 , 𝜋𝑗 ) = 𝛽𝑖 𝑢𝑗 (𝜎𝑗 , 𝜋𝑗 ) + 𝑢𝑖 (𝜎𝑖 , 𝜋𝑖 ) (2) where 𝜎𝑖 is again the decision maker’s exogenous mood and 𝜎𝑗 is the exogenous mood of person 𝑗, with whom person 𝑖 is interacting, 𝛽𝑖 is the weight given by person 𝑖 to 𝑗's utility. 𝜋𝑗 is the material payoff of person 𝑗. While a decision maker 𝑖 can be assumed to know his own mood at any time, he may only know the distribution from which the mood of 𝑗 is drawn, so we can write the utility function as: 𝑈𝑖 (𝜎, 𝜋𝑖 , 𝜋𝑗 ) = ∫ [𝛽𝑖 𝑢𝑗 (𝜎𝑗 , 𝜋𝑗 ) + 𝑢𝑖 (𝜎𝑖 , 𝜋𝑖 )]𝑑𝜇(𝜎𝑗 ) 𝑗 In order to simplify the notation, we define 𝑢1 = 𝜕𝑢𝑖 (𝜎𝑖 ,𝜋𝑖 ) 𝜕𝑢𝑖 (𝜎𝑖 ,𝜋𝑖 ) 𝜕𝜎𝑖 𝜕𝜋𝑖 , 𝑢2 = , and 𝑢12 = 𝜕2 𝑢𝑖 (𝜎𝑖 ,𝜋𝑖 ) 𝜕𝜎𝑖 𝜕𝜋𝑖 . IV.A. Charitable Giving In our experiment, the charitable giving task is framed as a Dictator game in which subjects transfer money to a charity they select at the start of the session. In the data, we observe that an increase in happiness leads to an increase in charitable giving. In order to model this, we consider a model with some “warm glow” utility from giving money to charity. In the experiment, a subject was given an endowment of 𝑤 ($40 in the experiment) from which he could donate 𝑐 ≤ 𝑤 to charity and keep 𝑤 − 𝑐 for himself. Since the subject’s choice has an externality on the charity we use (3) to represent the subject’s utility function. 𝑈𝑖 (𝜎, 𝜋𝑖 , 𝜋𝑗 ) = ∫ [𝛽𝑖 𝑢𝑗 (𝜎𝑗 , 𝑐) + 𝑢𝑖 (𝜎𝑖 , 𝑤 − 𝑐)]𝑑𝜇(𝜎𝑗 ) 𝑗 Note that we are modeling the recipient of money, person 𝑗 , with the utility function 𝑢𝑗 (𝜎𝑗 , 𝑐). Since the recipient of the transfer in this case is a charity, however, this implies that the charity has a mood. We prefer, instead to think of the recipient as the person to whom the charity makes a transfer. Hence, the charity is merely a conduit for giving to others. (As will be shown below, as long as 𝛽𝑖 𝑢𝑗 (𝜎𝑗 , 𝑐) does not change with the mood of subject 𝑖, the results are independent of any assumption about its structure.) The dictator’s utility is a linear combination of his own “direct” utility, 𝑢𝑖 (𝜎𝑖 , 𝑤 − 𝑐) , and the recipient’s utility, 𝑢𝑗 (𝜎𝑗 , 𝑐) . We want to look at how giving changes systematically with mood. To start, we assume 𝑢12 < 0, meaning that as the subject has a more positive mood, his own marginal utility of consumption decreases. Let 𝑐 ∗ be the current equilibrium amount given to charity and suppose that mood increases. Giving one more dollar to charity entails a smaller marginal decrease in 𝑢𝑖 . However, the marginal utility to the Dictator of giving an extra dollar (over the current equilibrium amount) is 𝛽𝑖 𝑢𝑗 (𝜎𝑗 , 𝑐 ∗ ) and has not changed. Hence, if the Dictator was in equilibrium with respect to charitable giving before a change in mood then as his mood increases his giving will increase since, due to his increased mood, the marginal cost of giving has decreased while the marginal benefit has remained constant. This will lead to an increase in charitable giving as mood increases. If we instead assume that 𝑢12 > 0, we get the opposite result. We can summarize this in the following proposition (note: all proofs are in Appendix C) Proposition 1: If 𝑢12 <0, then charitable giving is increasing in mood. If 𝑢12 >0, then charitable giving is decreasing in mood. IV.B. Willingness to Pay for a Good Since this decision contains no externality, we use (1) to represent the subject's utility. Under the BDM mechanism, once a subject states a price for a good, they either receive it or not depending on the realization of the random variable of the mechanism. Let 𝑐 ∈{0,1} be a variable which indicates whether subject 𝑖 received the good and expand the utility function to 𝑢𝑖 (𝜎𝑖 , 𝜋𝑖 , 𝑐𝑖 ). His utility function is 𝑢𝑖 (𝜎𝑖 , 𝑤 − 𝑝, 1) when he wins the good at price 𝑝 and 𝑢𝑖 (𝜎𝑖 , 𝑤, 0) when he does not. Then subject 𝑖 is asked to choose a 𝑝∗ such that 𝑢𝑖 (𝜎𝑖 , 𝑤 − 𝑝∗ , 1) = 𝑢𝑖 (𝜎𝑖 , 𝑤, 0) Assume that the utility of good consumption and money is separable and that the utility of receiving the good does not depend on mood and denote 𝑣𝑖 (1) as the utility component of the good so that the utility when the subject wins the good is 𝑢𝑖 (𝜎𝑖 , 𝑤 − 𝑝, 1) = 𝑣𝑖 (1) + 𝑢𝑖 (𝜎𝑖 , 𝑤 − 𝑝) (4) With this form, we again get a clean characterization of how the optimal choice of 𝑝 changes with mood. As with the previous tasks, whether 𝑝 is increasing or decreasing in mood depends on whether the marginal utility of money is increasing or decreasing in mood (i.e., whether 𝑢12 is greater or less than 0). For example, if 𝑢12 < 0, then the marginal value of money is decreasing in mood while the marginal increase in the probability of winning the good remains constant. Hence, it is less costly to increase the probability of wining the good so if the decision maker was in equilibrium before the mood change, he would be willing to increase 𝑝 as his mood increased. This leads to an increase in the willingness to pay and the following proposition: Proposition 2: Let utility be additive in the good. If 𝑢12 < 0, then willingness to pay is increasing in mood. If 𝑢12 > 0, then willingness to pay is decreasing in mood. IV.C. Gamble We again use utility function (1) since there is no externality in the subject's choice about the gamble. In the experiment, we asked the subjects to choose 𝑥 where 𝑥 is the amount they are willing to pay for a gamble offering $40 or $0 with equal probability. The subjects started off with $40. Using a BDM mechanism, a number 𝑦 ∈ [0,40] is drawn and a subject receives the gamble if 𝑦 < 𝑥 and would have final wealth levels 80 − 𝑦 if he won the gamble and 40 − 𝑦 if he lost. Subjects therefore choose the 𝑥 that solves: 𝐸[𝑢|𝑔𝑎𝑚𝑏𝑙𝑒 𝑎𝑡 𝑝𝑟𝑖𝑐𝑒 𝑥] = 𝐸[𝑢|𝑛𝑜 𝑔𝑎𝑚𝑏𝑙𝑒] 1 (𝑢 (𝜎 , 𝑤 − 𝑥) + 𝑢𝑖 (𝜎𝑖 , 2𝑤 − 𝑥)) = 𝑢𝑖 (𝜎𝑖 , 𝑤) 2 𝑖 𝑖 To look at how the willingness to pay for the gamble changes with mood, we need to look at how risk aversion changes with mood. To do this, we consider how the coefficient of absolute risk aversion changes with mood and make an additional assumption concerning the form of 𝑢1 . This leads us to the following proposition: Proposition 3: If 𝑢1 is a convex transformation of 𝑢𝑖 , then the willingness to pay for the gamble will be increasing in mood. If 𝑢1 is a concave transformation of 𝑢𝑖 , then the willingness to pay for the gamble is decreasing in mood. The condition that 𝑢1 is a convex transformation of 𝑢𝑖 has a sensible interpretation in the case when 𝑢12 < 0. We can show that convexity condition implies that − 𝑢22 𝑢122 ≤− 𝑢2 𝑢12 which is equivalent to the coefficient of absolute risk aversion 𝐴(𝑤, 𝜎𝑖 ) = −𝑢22 (𝜎𝑖 ,𝑤) 𝑢2 (𝜎𝑖 ,𝑤) decreasing in 𝜎𝑖 . If we interpret mood as acting as an increase in wealth, then this condition is similar to the usual condition for decreasing absolute risk aversion. Consider a utility function of the form 𝑢𝑖 (𝑓(𝜎𝑖 ) + 𝑤). Then 𝑢122 𝑢12 = 𝑢𝑖 ′′′(𝑓(𝜎𝑖 )+𝑤) 𝑢𝑖 ′′(𝑓(𝜎𝑖 )+𝑤) and 𝑢22 𝑢2 = 𝑢𝑖 ′′(𝑓(𝜎𝑖 )+𝑤) 𝑢𝑖 ′(𝑓(𝜎𝑖 )+𝑤) , so the convexity condition implies that − 𝑢𝑖 ′′(𝑓(𝜎𝑖 ) + 𝑤) 𝑢𝑖 ′(𝑓(𝜎𝑖 ) + 𝑤) ≤− 𝑢𝑖 ′′′(𝑓(𝜎𝑖 ) + 𝑤) 𝑢𝑖 ′′(𝑓(𝜎𝑖 ) + 𝑤) which is the standard assumption for decreasing absolute risk aversion. Hence, the convexity assumption translates well into standard assumptions on the utility function when 𝑢12 < 0. IV.D. Trust Game Unlike the previous three decision tasks, this task actively involves two players in a game and is therefore a bit more involved. In the Trust Game, the sender starts off with 𝑤 and can choose an amount 𝑡 ≤ 𝑤 to send to the receiver. The amount the receiver gets is 3𝑡, from which he can choose and amount 𝑐 ≤ 3𝑡 to return to the sender. Thus, the monetary outcomes for the sender and receiver are 𝑤 − 𝑡 + 𝑐 and 3𝑡 − 𝑐, respectively. Using our utility functions, we have that the utility of the sender, when he sends 𝑡 and receives 𝑐 in return is: ∫ [𝛽𝑖 𝑢𝑗 (𝜎𝑗 , 3𝑡 − 𝑐) + 𝑢𝑖 (𝜎𝑖 , 𝑤 − 𝑡 + 𝑐)]𝑑𝜇(𝜎𝑗 |𝑐). 𝑗 The receiver’s utility when he gets 3𝑡 and returns 𝑐 is: ∫ [𝛽𝑖 𝑢𝑗 (𝜎𝑗 , 𝑤 − 𝑡 + 𝑐) + 𝑢𝑖 (𝜎𝑖 , 3𝑡 − 𝑐)]𝑑𝜇(𝜎𝑗 |𝑡) 𝑗 Since this is an extensive form game, we can analyze it by working backwards. Let us think of the problem of a receiver 𝑗 who gets 3𝑡 when 𝑢12 < 0. Let us fix the transfer at 3𝑡 and equilibrium amount returned to be 𝑐 ∗ . We will look at what happens as the receiver’s exogenous mood increases. Since 𝑢12 < 0, his own marginal utility of money will be decreasing. Thus, we should expect him to give more money back to the sender as his mood increases since the extra money for the sender will have a positive marginal utility of 𝛽𝑗 𝑢𝑖 (𝜎𝑖 , 3𝑡 − 𝑐 ∗ ), which has remained constant, but will cost the receiver less in terms of his egoistic utility 𝑢𝑗 than it did before the increase in mood. When 𝑢12 > 0, a similar logic leads to the conclusion that the amount sent back by the receiver is decreasing in mood.22 Moving back to the sender 𝑖, he can infer what the receiver will return given the receiver’s mood. However, since players are anonymously matched, the sender doesn’t know what the receiver’s mood will be. In this way, sending money to the receiver is 22 This part of the analysis is very similar to our discussion of charitable giving in subsection IV.A. similar to a gamble, where the amount the receiver returns is equivalent to winning or losing the gamble. First, suppose that 𝑢12 < 0 and that the sender is at an interior equilibrium in the sense that the amount sent, 𝑡, is less than the sender’s endowment of 𝑤. Now assume that for any given amount a sender transfer 𝑡, we can split the receivers into two types: those who transfer back 𝑐 > 𝑡 and those who transfer back 𝑐 < 𝑡 . When facing those who return 𝑐 > 𝑡, the sender would always prefer to send more endowment (since they will both have higher wealth). Therefore, in order to have an interior solution in the amount sent, it must be that there are enough people who will return at a rate less than one. Now, consider an increase in the emotional state of the sender. Since 𝑢12 < 0, the sender now has a lower marginal utility of wealth for himself. However, given that he was willing to transfer an interior amount before the mood increase, he is willing to transfer even more now for reasons related to the decision in the charitable giving task. Now suppose that 𝑢12 > 0. The analysis here is not as straightforward. If, for any amount sent, the sender was facing only receivers who return 𝑐 < 𝑡, then the sender would like to reduce the amount of money sent since, by 𝑢12 > 0, an increase in mood causes him to place more relative weight on his own egotistic utility. However, there might also be types that return 𝑐 > 𝑡. When facing these types, the sender would prefer to transfer more. However, we can use the fact that from the sender’s perspective, transferring money to the receiver is like a gamble. Supposing that a change in own mood is independent of the receiver’s mood, then how much the sender sends will depend on how risk aversion changes with mood. As we showed in the gamble task, this behavior requires an assumption on 𝑢1 being a concave transformation of 𝑢𝑖 . If this condition holds, then the coefficient of risk aversion increases with mood and the sender would prefer to send less money. Combining all these results, we get our final proposition: Proposition 4: If 𝑢12 < 0, then the transfer by sender and amount returned by the receiver are both increasing in mood. If 𝑢12 > 0, then the amount returned by the receiver is decreasing in mood. If 𝑢1 is a concave transformation of 𝑢𝑖 and 𝑢12 > 0, then the transfer by the sender is decreasing in mood. Our utility model that incorporates mood generates sharp predictions about behavior in each of our four decision tasks in the experiment as a function of the sign of 𝑢12 (and in some cases the form of 𝑢1 ). These predictions are summarized in Table 6 alongside the empirical results. As can be seen from the table, our empirical results can be rationalized in this model with the simple assumption that 𝑢12 < 0.23 23 While our model is agnostic to the specific utility function that generates the negative crosspartial of 𝑢12 < 0, our empirical results would be rationalized by a utility function of the form 𝑢𝑖 (𝑓(𝜎𝑖 ) + 𝑔(𝜋𝑖 )) where 𝑢12 < 0 is guaranteed by 𝑓’>0, 𝑔 ‘>0 and the concavity of 𝑢𝑖 . This formulation suggests that mood and money are substitutes, that a positive mood shock increases utility, and makes it easy to interpret our results as suggesting being in a better mood makes subjects feel richer. Table 6: Empirical Results and Predictions of Model in Decision Tasks as Mood Increases Task Empirical Results + + + + +3 𝒖𝟏𝟐 <0 𝒖𝟏𝟐 =0 Charitable Giving + 0 Gamble +1 0 WTP + 0 Trust Game: Sender + 0 Trust Game: + 0 Receiver 1 requires additional assumption that 𝑢𝑖,1 is a convex transformation of 𝑢𝑖,1 2 requires additional assumption that 𝑢𝑖,1 is a concave transformation of 𝑢𝑖,1 3 not significant at conventional levels. 𝒖𝟏𝟐 >0 − −2 − −2 − V. Conclusion This paper investigates the impact of short-term changes in mood on decisionmaking. Surely, many life events can have long lasting influences on emotions (e.g. the death of a parent or child, divorce, career setbacks, etc.) and choices made under the cloak of these events may be distorted in ways that are understandable. However, we focus on short-term fluctuations in mood because they are regularly affected by a variety of factors and it is perhaps less understandable why economic decisions would be distorted by such emotional swings that are known to be orthogonal to the fundamentals of our wellbeing. Standard economic theory has no role (or tolerance) for mood to effect behavior and yet we find that subjects have systematic changes in behavior when they are temporarily made happier or less happy by the events of an NFL football game. In particular, we find that watching the game affects viewers’ mood, as measured by self-reported happiness, and that these changes in mood are predictably related to the events of the game. More importantly, this self-reported happiness is highly correlated with behavior in the four decision tasks subjects engage in during our experiment. When the mood of subjects’ increases — that is, when they report being happier — they give more to charity, pay more for a good, are less risk averse, and are more trusting of others. Our results have a number of interesting consequences. First, economic theory and its emphasis on revealed preference rely heavily on the assumption that people behave consistently when making decisions. Such consistency has been documented by Fisman, Kariv, and Markovits (2007), which finds that subject behavior is consistent with GARP. Nevertheless, there is always a seemingly irreducible amount of inconsistency in human decision making, and our papers suggests that some of this inconsistency might be attributable to variations in mood that decision makers can experience over even short periods of time. Such emotional swings may lead to the appearance that people choose stochastically when, in fact, their choice may be state-dependent with mood being a main mover of states. From a methods point of view, our paper is unique in that we present a paradigm in which mood is varied by naturally occurring events over the course of an NFL football game. Watching the game alters the emotional states of viewers over the course of a few hours. Hence the data generated by our experiment allows us to observe not only the impact of mood on decisions but also the impact of changing mood on changes in decision making, a type of data not generated by other investigators in this area. Finally, in this paper we present a simple theory that incorporates mood directly into a decision maker’s utility function that allows us to succinctly explain the data generated by our experiment. The result has a natural interpretation that being in a good mood makes individuals feel richer. We see this as providing a foundation for future researchers on the relationship between mood and decision-making. 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Zenith Optimedia,“Executive summary: Advertising Expenditure Forecasts December 2014”, (http://zenithoptimedia.com, Zenith Optimedia) Online Appendix Appendix A: Demographic Questionnaire and Additional Tables Demographic Questionnaire Question 1. Name Entry Users entered on text interface. 2. Work Status Full time employed, Part time employed, Student, Unemployed. 3. Gender Male, Female. 4. Highest Education Achieved PhD, Masters Degree, Bachelors Degree, Some College, High School. 5. Do You Like Watching Sports in general? Likert scale where 1 is “Not very much” and 7 is “More than all other types of entertainment.” 6. Do you like watching football in particular? Likert scale where 1 is “Not very much” and 7 is “Football is my favorite sport to watch.” 7. What is your favorite team? Any of the 32 NFL teams. 8. Which team are you rooting for in the game today? One of the two teams playing in the game. 9. How strongly do you care for the team you are Likert scale where 1is “Not at all”, 3 is “Somewhat”, rooting for in the game 5 is “A lot”, and 7 is “Passionately.” today? 10. How strongly do you dislike the team you are not rooting for in the game today? Likert scale where 1 is “I hate them with a passion”, 3 is “I dislike them somewhat”, 5 is “I like them”, and 7 is “I like them almost as much as the other team.” 11. Why do you want the team you are rooting for today to win? “They are my favorite team,” “Several players on that team are on my fantasy football team,” “I need that team to win in order for my truly favorite team to make the playoffs,” and “I bet on that team.” Table A1: How Excitement and Surprise respond to events in the game Excitement (0-6) Surprise (0-6) (1) (2) (3) (4) Favored Team TD 0.46 0.45 0.51 0.47 (0.13)*** (0.13)*** (0.10)*** (0.10)*** Favored Team FG 0.35 0.34 0.37 0.31 (0.14)** (0.13)*** (0.11)*** (0.11)*** Disfavored Team TD 0.46 0.47 0.39 0.43 (0.11)*** (0.12)*** (0.12)*** (0.12)*** Disfavored Team FG -0.11 -0.10 0.012 0.057 (0.12) (0.13) (0.11) (0.11) Prob. favored wins (0-100) 0.0017 0.0083 (0.0047) (0.0033)** Constant 2.50 2.39 3.19 2.66 (0.053)*** (0.32)*** (0.046)*** (0.23)*** Subjects 61 61 61 61 Obs. 912 912 912 912 R-Squared 0.594 0.594 0.628 0.633 Notes: Table A1 shows the effect of scores in the game on self-reported excitement and surprise. The dependent variables were elicited in a Likert-scale measured on a 0 to 6 scale. The regressions control for the average of the dependent variable of each subject and cluster the coefficients by subject. Significance denoted as * p < 0.1, ** p < 0.05, *** p < 0.01. Table A2: Correlation in Emotions Measures Change in Happiness Change in Surprise Change in Happiness 1 Change in Surprise 0.1600*** 1 Change in Excitement 0.2177*** 0.3927*** Change in Excitement 1 Notes: Table A2 reports correlations between the changes in the emotions measured as the difference between the current measurement and the previous measurement. The correlation matrix suggests that changes in happiness are positively correlated with changes in excitement and changes in surprise, which are also positively correlated with each other. Significance denoted as * p < 0.1, ** p < 0.05, *** p < 0.01. Appendix B: Experimental Instructions Instructions Thank you for participating in this study. This study is about decision-making and entertainment. Over the course of the study, you will answer questions and make decisions. We will record your answers on the tablet in front of you. Please make sure that you are always using the tablet assigned to you. If you have difficulty with the tablet, just raise your hand and someone will come over to help you. However, please do not use the tablet for any purpose other than this study. If you want to surf the Web please use your own cell phone or tablet. We will now describe the study and the ways in which you may earn money in the study. Over the course of the study you will watch an NFL football game. Before the game and at certain commercial breaks during the game, we will ask you to answer a set of questions and to choose a decision for each of four decision problems. The questions and decision problems will be the same at the beginning of the game and at each commercial break. You can enter the same answer or different answers each time you are asked. At the end of the study, we will randomly select one of the four decision problems you engaged in and randomly select your choice made before the game or during one of the commercial breaks and pay you cash based on your choice for that decision problem. In addition to the money you make in the decision problem you will receive $30 just for showing up. Only one of your decisions will be randomly chosen for payment, so each time you are asked to make a decision you should answer as if this is the only decision you are making today. In other words, each time you make a decision you should answer it as if that answer is your best answer ignoring everything else you have done today, since that answer may be the only one that counts. The decision problems are described below. Decision Problem 1: During this game you may have the opportunity to donate money to a charity. There are three possible charities to which you can donate as part of this study. The three charities are: CHARITY A (The United Way), CHARITY B (The American Cancer Society), and CHARITY C (The World Wildlife Fund). On your tablet you will be asked to select one when the time arrives. If this decision is randomly selected for payment, you will receive $40 dollars and you will have the opportunity to donate some of this money to the charity you selected. In particular, you will keep $40 minus the amount you choose to donate to the charity and the charity will receive the amount you chose to donate to the charity. If this decision problem is chosen for payment, you will receive your $30 show-up fee plus whatever amount of the $40 you decided to keep. We will collect all the money donated to charity by all people in the room and write checks to those charities when the study is over. You can be 100% confident that the money will be donated. Only one of the decisions you made either before the game or during a commercial break will be randomly chosen for payment, so each time you are asked this question you should answer as if this is the only decision you are making today. Please raise your hand if you have any questions. Decision Problem 2: For this decision problem, we will give you $40 out of which you might spend to buy one of three goods of your choosing, which will be shown to you now. During this game you may have the opportunity to buy your chosen good. When the time comes, you will select the good you would like to be offered for purchase by entering it in your tablet. Once before the game and at each commercial break, we will ask you how much you are willing to pay out of your $40 for the good that you have selected. Whether you actually are able to buy the good, and at what price, will be described below, but it is in your best interest to write down exactly the most you would be willing to pay for the good (and not more or less than the most you would be willing to pay) each time you are asked. The way that we determine whether you buy your good is that we will randomly select a price between $0 and $40. If the price is below the amount you report you are willing to pay, you pay that randomly selected price and get the good. If the price is above the amount you report that you are willing to pay, you will not receive the good but will be able to keep the entire $40. For example, if you report $25 as what you are willing to pay, then if the price is randomly selected to be $10 you will pay $10 to get the good. In this case you will pay $10 for the good out of your $40 and also get the good. If you report $25 as what you are willing to pay, then if the price is randomly selected to be $30, you will not pay for the good and you will not receive the good but will keep the entire $40. So here you will leave the experiment with $40. Given that the price is randomly selected and not determined by what you report, it is in your best interest to write down exactly the most you would be willing to pay for the good (and not more or less than the most you would be willing to pay). Remember, whatever your payment is in this decision problem you will be paid your $30 show-up fee in addition. Only one of the decisions you made either before the game or during a commercial break will be randomly chosen for payment, so each time you are asked this question you should answer as if this is the only decision you are making today. Please raise your hand if you have any questions. Decision Problem 3: For this decision problem, we will give you $40 out of which you might spend money to buy a risky gamble that gives you a 50% chance of receiving $0 and a 50% chance of receiving $40. Once before the game and at each commercial break, we will ask you how much you are willing to pay for this risky gamble. Whether you actually are able to buy the risky gamble, and at what price, will be described below, but it is in your best interest to write down exactly the most you would be willing to pay for the risky gamble (and not more or less than the most you would be willing to pay). The way that we determine whether you get the gamble is that we will randomly select a price between $0 and $40. If the price is below the amount you report you are willing to pay, you pay that randomly selected price and get the risky gamble. If the price is above the amount you report that you are willing to pay, you will not get the risky gamble. Instead, you will get to keep the $40 we gave you. For example, if you report $25 as what you are willing to pay, then if the price is randomly selected to be $10 you will pay $10 to get the risky gamble. In this case you will pay $10 for the gamble out of your $40 and also get to engage in the gamble. If the gamble ends up paying you $40, then your payoff will be $70 = $40 - $10 +$40. However, if the gamble ends up paying you $0, then your payoff will be $30 = $40 - $10 + $0. If you report $25 as what you are willing to pay, then if the price is randomly selected to be $30, you will not get the gamble. You will be able to keep your initial $40 so your payoff will be $40. Remember, whatever your payment is in this decision problem you will be paid your $30 show-up fee in addition. Given that the price is randomly selected and not determined by what you report, it is in your best interest to write down exactly the most you would be willing to pay for the risky gamble (and not more or less than the most you would be willing to pay). If you buy the risky gamble, we will have the computer flip a coin and you will either get $0 with 50% probability or $40 additional dollars with 50% probability. Only one of the decisions you made either before the game or during a commercial break will be randomly chosen for payment, so each time you are asked this question you should answer as if this is the only decision you are making today. Please raise your hand if you have any questions. Decision Problem 4: During this game you will interact anonymously with another person in this study. In the interaction, you will be randomly assigned to be Player A or Player B. At the start of the interaction, Player A has $32and Player B has $0. Player A can choose to send $0, $8, $16, $24, or $32to Player B. Player B will receive three times (i.e. 3x) the amount of money transferred by Player A. For example, if Player A transfers $32, Player B will receive $96, if Player A transfers $16, Player B will receive $48, if Player A transfers $0, Player B will receive $0. Player B then has the opportunity to transfer money back to Player A, from $0 up to the total amount Player B received from Player A’s transfer. This money is transferred onefor-one without being multiplied. For example, if Player B transfers $32 back to Player A, Player A receives $32; if Player B transfers $16 back to Player A, Player A receives $16; if Player B transfers $0 back to Player A, Player A receives $0. If you are randomly chosen to be Player A, you will choose how much money to send to Player B. If you are randomly selected to be Player B, you will choose how much money to send back to Player A for each amount of money he or she might send to you. If this decision problem is chosen for cash payment, we will look at the decisions you made either before the game or at one randomly chosen commercial break. If you are Player A your payoff will be equal to the $32 you started out with minus what you sent to Player B plus what Player B sent back to you. If you are Player B, your payoff will be equal to the amount Player A sent to you minus what you sent back to Player A. Remember, whatever your payment is in this decision problem you will be paid your $30 show-up fee in addition. You will not receive any feedback from this decision problem and will be asked for choices at the start of the game and at each of the commercial breaks. Only one of the decisions you made either before the game or during a commercial break will be randomly chosen for payment, so each time you are asked this question you should answer as if this is the only decision you are making today. Please raise your hand if you have any questions. Appendix C: Proofs We will now go over the proofs of the propositions in Section IV. As a quick reminder on notation, we will use 𝑢1 = 𝜕𝑢𝑖 (𝜎𝑖 ,𝜋𝑖 ) 𝜕𝑢𝑖 (𝜎𝑖 ,𝜋𝑖 ) 𝜕𝜎𝑖 𝜕𝜋𝑖 , 𝑢2 = and 𝑢12 = 𝜕2 𝑢𝑖 (𝜎𝑖 ,𝜋𝑖 ) 𝜕𝜎𝑖 𝜕𝜋𝑖 . Proposition 1: In the charitable giving game, if 𝑢12 < 0, then charitable giving is increasing in mood. If 𝑢12 > 0, then charitable giving is decreasing in mood. Proof of Proposition 1: The utility function of the dictator who is endowed with wealth w and chooses to give c is given by 𝑈𝑖 (𝜎𝑖 , 𝑤, 𝑐) = ∫ [𝛽𝑢𝑗 (𝜎𝑗 , 𝑐) + 𝑢𝑖 (𝜎𝑖 , 𝑤 − 𝑐)]𝑑𝜇(𝜎𝑗 ) 𝑗 If we take the derivative of this utility function with respect to 𝜎𝑖 and c, we get 𝜕 2 𝑈𝑖 (𝜎𝑖 , 𝑤, 𝑐) = ∫ [−𝑢𝑖,12 (𝜎𝑖 , 𝑤 − 𝑐)]𝑑𝜇(𝜎𝑗 ) 𝜕𝜎𝑖 𝜕𝑐 𝑗 Our assumption that 𝑢12 ≥ 0 implies that the above expression is submodular. Hence, by Topkis’s Theorem, we get that c is decreasing in 𝜎𝑖 . The proof for when 𝑢12 ≤ 0 is analogous. Proposition 2: In the willingness to pay task, if utility be additive in the good and 𝑢12 < 0, then willingness to pay is increasing in mood. If utility be additive in the good and 𝑢12 > 0, then willingness to pay is decreasing in mood. Proof of Proposition 2: When considering the willingness to pay for a good by subject i, the utility function of other players doesn’t enter into i’s utility function. Our assumption on the utility form ensures that utility of a i when he receives the good and pays a price p is 𝑈𝑖 (𝜎𝑖 , 𝑤 − 𝑝, 𝑔) = 𝑣(𝑔) + 𝑢(𝜎𝑖 , 𝑤 − 𝑝) Again, we will show use Topkis’s Theorem. Note that the cross-partial derivative of 𝑈𝑖 (𝜎𝑖 , 𝑤 − 𝑝, 𝑔) is 𝜕 2 𝑈𝑖 (𝜎𝑖 , 𝑤 − 𝑝, 𝑔) = −𝑢12 (𝜎𝑖 , 𝑤 − 𝑝) 𝜕𝜎𝑖 𝜕𝑝 Hence, our assumption that 𝑢12 ≥ 0 implies that the above expression is submodular, and we conclude that p is decreasing in mood. The proof for when 𝑢12 ≤ 0 is analogous. Proposition 3: If 𝜕𝑢𝑖 (𝜎𝑖 ,𝜋 ) 𝜕𝜎𝑖 = 𝑢1 (𝜎𝑖 , 𝜋 ) is a convex transformation of 𝑢𝑖 (𝜎𝑖 , 𝜋 ), then the willingness to pay for the gamble will be increasing in mood. If 𝜕𝑢𝑖 (𝜎𝑖 ,𝜋 ) 𝜕𝜎𝑖 = 𝑢1 (𝜎𝑖 , 𝜋 ) is a concave transformation of 𝑢𝑖 (𝜎𝑖 , 𝜋 ), then the willingness to pay for the gamble is decreasing in mood. Proof of Proposition 3: Subjects were asked to choose and 𝑥 which solved the following equation 1 (𝑢 (𝜎 , 𝑤 − 𝑥) + 𝑢𝑖 (𝜎𝑖 , 2𝑤 − 𝑥)) = 𝑢𝑖 (𝜎𝑖 , 𝑤) 2 𝑖 𝑖 Let 𝑥(𝜎𝑖 ) be the function which gives the 𝑥 which solves this equation for different moods 𝜎𝑖 . If we plug this into the above equation and take the derivative with respect to 𝜎𝑖 , we get 1 𝜕𝑥(𝜎𝑖 ) (𝑢1 (𝜎𝑖 , 𝑤 − 𝑥(𝜎𝑖 ) ) + 𝑢1 (𝜎𝑖 , 2𝑤 − 𝑥(𝜎𝑖 ) ) − (𝑢2 (𝜎𝑖 , 2𝑤 − 𝑥(𝜎𝑖 ) ) 2 𝜕𝜎𝑖 + 𝑢2 (𝜎𝑖 , 𝑤 − 𝑥(𝜎𝑖 ) )) ) = 𝑢1 (𝜎𝑖 , 𝑤) Rearranging this equation to solve for 𝜕𝑥(𝜎𝑖 ) 𝜕𝜎𝑖 , we get that 1 𝜕𝑥(𝜎𝑖 ) 2 (𝑢1 (𝜎𝑖 , 𝑤 − 𝑥(𝜎𝑖 ) ) + 𝑢1 (𝜎𝑖 , 2𝑤 − 𝑥(𝜎𝑖 ) )) − 𝑢,1 (𝜎𝑖 , 𝑤) = 𝜕𝜎𝑖 𝑢2 (𝜎𝑖 , 2𝑤 − 𝑥(𝜎𝑖 ) ) + 𝑢2 (𝜎𝑖 , 𝑤 − 𝑥(𝜎𝑖 ) ) Hence, 𝜕𝑥(𝜎𝑖 ) 𝜕𝜎𝑖 > 0 is positive if and only if 1 2 (𝑢1 (𝜎𝑖 , 𝑤 − 𝑥(𝜎𝑖 ) ) + 𝑢1 (𝜎𝑖 , 2𝑤 − 𝑥(𝜎𝑖 ) )) > 𝑢1 (𝜎𝑖 , 𝑤). Suppose that 𝑢𝑖1 (𝜎𝑖 , 𝜋 ) is a convex transformation of 𝑢𝑖 (𝜎𝑖 , 𝜋 ) (i.e., there is a convex function 𝜑 such that 𝑢1 (𝜎𝑖 , 𝜋 ) = 𝜑(𝑢𝑖 (𝜎𝑖 , 𝜋 )) . By an application of Jensen’s Inequality, we get 1 𝑢1 (𝜎𝑖 , 𝜋 ) = 𝜑(𝑢𝑖 (𝜎𝑖 , 𝜋 )) = 𝜑 ( (𝑢𝑖 (𝜎𝑖 , 𝑤 − 𝑥) + 𝑢𝑖 (𝜎𝑖 , 2𝑤 − 𝑥))) 2 ≤ 1 (𝜑(𝑢𝑖 (𝜎𝑖 , 𝑤 − 𝑥)) + 𝜑(𝑢𝑖 (𝜎𝑖 , 2𝑤 − 𝑥))) 2 = Thus, 𝜕𝑥(𝜎𝑖 ) 𝜕𝜎𝑖 1 (𝑢 (𝜎 , 𝑤 − 𝑥(𝜎𝑖 ) ) + 𝑢1 (𝜎𝑖 , 2𝑤 − 𝑥(𝜎𝑖 ) )) 2 1 𝑖 > 0 and the willingness to pay for the gamble is increasing in mood. Suppose that 𝑢1 (𝜎𝑖 , 𝜋 ) is a concave transformation of 𝑢𝑖 (𝜎𝑖 , 𝜋 ) (i.e., there is a concave function 𝜓 such that 𝑢1 (𝜎𝑖 , 𝜋 ) = 𝜓(𝑢𝑖 (𝜎𝑖 , 𝜋 )). Again, by using Jensen’s inequality, we have 1 𝑢1 (𝜎𝑖 , 𝜋 ) = 𝜓(𝑢𝑖 (𝜎𝑖 , 𝜋 )) = 𝜓 ( (𝑢𝑖 (𝜎𝑖 , 𝑤 − 𝑥) + 𝑢𝑖 (𝜎𝑖 , 2𝑤 − 𝑥))) 2 ≥ = Thus, 𝜕𝑥(𝜎𝑖 ) 𝜕𝜎𝑖 1 (𝜓(𝑢𝑖 (𝜎𝑖 , 𝑤 − 𝑥)) + 𝜓(𝑢𝑖 (𝜎𝑖 , 2𝑤 − 𝑥))) 2 1 (𝑢 (𝜎 , 𝑤 − 𝑥(𝜎𝑖 ) ) + 𝑢1 (𝜎𝑖 , 2𝑤 − 𝑥(𝜎𝑖 ) )) 2 1 𝑖 < 0 and the willingness to pay for the gamble is decreasing in mood. Proposition 4: If 𝑢12 < 0, then the transfer by sender and amount returned by the receiver are both increasing in mood. If 𝑢12 > 0, then the amount returned by the receiver is decreasing in mood. If 𝑢1 is a concave transformation of 𝑢𝑖 and 𝑢12 > 0, then the transfer by the sender is decreasing in mood. Proof of Proposition 4: Let us first focus on the case of the receiver. Suppose that the receiver j has received 3t and must choose c (i.e., how much to send back). His utility function is given by 𝑈𝑗 (𝜎𝑗 , 3𝑡, 𝑐) = ∫ [𝛽𝑢(𝜎𝑗 , 3𝑡 − 𝑐) + 𝑢(𝜎𝑖 , 𝑤 − 𝑡 + 𝑐)]𝑑𝜇(𝜎𝑖 |𝑡). 𝑖 We note that this problem is very similar to that of the dictator game. The receiver gets to choose how much to share, just as the dictator did. If we take the cross-partial derivatives, we note that 𝜕 2 𝑈𝑗 (𝜎𝑗 , 3𝑡, 𝑐) = ∫ [−𝑢𝑗,12 (𝜎𝑗 , 3𝑡 − 𝑐)]𝑑𝜇(𝜎𝑖 |𝑡) 𝜕𝜎𝑗 𝜕𝑐 𝑖 As in the dictator game, Topkis’s Theorem gives us our desired results for the receiver. Now we move back a step to the sender’s problem. Since our sender is rational, he can predict what the receiver would return in a given mood. Let 𝑐(𝜎𝑗 , 𝑡) be the amount returned by a receiver in mood 𝜎𝑗 when he is sent an amount 𝑡. Since receivers and senders are randomly matched, the sender is not aware of the receiver’s mood and must take an expectation over the receiver’s possible moods. Hence, the sender’s utility when he is in mood 𝜎𝑖 and sends 𝑡 is given by 𝑈𝑖 (𝜎𝑖 , 3𝑡, 𝑐) = ∫ [𝛽𝑢 (𝜎𝑗 , 3𝑡 − 𝑐(𝜎𝑗 , 𝑡)) + 𝑢 (𝜎𝑖 , 𝑤 − 𝑡 + 𝑐(𝜎𝑗 , 𝑡))] 𝑑𝜇(𝜎𝑗 ). 𝑗 The problem of the sender is thus a bit more involved than our previous problems. The sender must consider how much the receiver will return for a given amount 𝑡. First, let us think about the problem when we assume that 𝑢12 ≤ 0 and suppose that we have an interior solution (i.e., 𝑡 < 𝑤). Then there must be some receivers who are returning at a rate less than one, by which we mean 𝑐(𝜎𝑗 , 𝑡) < 𝑡. If this were not so, than the sender could increase 𝑡 slightly and be better off. Consider a slight increase in 𝜎𝑖 . Now the marginal utility of money is decreasing for the sender’s egoistic utility function 𝑢. Sending more to those receivers who return at a rate less than one increases the receiver’s egoistic utility function 𝑢 at the same rate as before while the loss to the sender is smaller. For those receivers who return at a rate higher than one, the sender would still prefer to give more. Hence, increasing 𝑡 is beneficial and the sender’s 𝑡 is increasing in mood 𝜎𝑖 . For the opposing case, 𝑢𝑖,12 ≥ 0, the same kind of logic doesn’t imply. When mood increases, the sender’s egoistic marginal utility of money is increasing. If the sender knew he were facing a receiver who returns at a rate less than one, then he would like to keep more for himself by decreasing 𝑡. If the sender knew that he were facing a receiver who returns at a rate higher than one, then he would like to increase giving. Thus, the two types of receivers are creating different incentives for the sender and we will need additional assumptions in order to know which dominates. Fortunately, we can do this by noting the similarity between the sender’s problem and that of a gamble. The sender is gambling on what kind of receiver he will face (we can think of 𝑐(𝜎𝑗 , 𝑡) as the outcome of the gamble). Thus, our assumptions that ensure risk aversion is increasing will ensure that increasing 𝑡 is less attractive. The amount sent by the sender will be decreasing in mood 𝜎𝑖 .