We ask how state empathy, trait empathy, and role awareness influence dictator game giving in a monetarily incentivized experiment. We manipulated two factors: role awareness (role certainty vs. role uncertainty) and state empathy induction (no empathy induction vs. empathy induction). Under role uncertainty, participants did not know their role as a dictator or a recipient when making their choices. State empathy was induced by asking the dictators to consider what the recipient would feel when learning about the decision. Each participant was randomly assigned into one of the four conditions, and in each condition, participants were randomly assigned into dictator and receiver roles. The role assignment took place before or after decisions were made, depending on the condition. We also studied the direct influence of trait empathy on dictator game giving as well as its interaction with the experimental manipulations. Trait empathy was measured by the Interpersonal Reactivity Index (IRI) and the Questionnaire of Cognitive and Affective Empathy (QCAE) before the experiment. Of our experimental manipulations, role awareness had an effect on dictator game giving; participants donated more under role uncertainty than under role certainty. Instead, we did not observe an effect of state empathy induction. Of trait empathy subscales, only affective empathy was positively associated with dictator game giving. Finally, role awareness did not influence all participants similarly but had a larger impact on those with low scores on trait empathic concern or trait affective empathy. Our results indicate that specific measures to induce altruistic sharing can be effective but their effect may vary depending on certain personal characteristics.
In public goods game experiments, designs implementing non-linearities in the production are less common than the standard linear setting, especially so under the assumption that the private goods production and public goods aggregation function are both non-linear. We study a voluntary contribution game (VCM) in which returns from the private project have diminishing marginal benefits and the contributions to the joint project exhibit pairwise strategic complementarities. As a control, we use a public goods game with an identical private production technology, but with the standard linear public goods aggregation. In addition to the aggregation technology, we manipulate the group size variable: In both treatments, the subjects will first play a VCM game in groups of five for 20 rounds, after which the group size is reduced to two, and the game is played for another 20 rounds. A significant over-contribution is observed in both settings when the group size is five. The rate of over-contribution is much higher under the complementary technology, but as predicted by theory, the contributions drop drastically when the group size is reduced from n = 5 to n = 2 within this treatment. Our experiment also provides empirical evidence that the so-called group size effect is present in both treatments, but it is much weaker under the standard aggregation technology.
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