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Electronic copy available at: http://ssrn.com/abstract=1068973
1
Intentions and Reciprocity*
Anna Macko1 Jaideep Roy
2
May, 2007
Abstract
The perception of fairness of an offer in ultimatum type games may not only depend upon the
distributional aspects of the offer itself but also on the intentions of the proposer that an offer may
signal. Recovering intentions is subtle and may depend heavily upon the environment and
consequently on the construction of the game. For example, one aspect of the environment could be
the set of available alternative offers as studied in Falk et al. (2003). In this paper we report an
experiment and provide evidence of a new aspect of an environment, which is related to the notion of
temptation in a mini ultimatum type game that affects perception of fairness. Two games are put to
test. In both games, a proposer has two available offers, fair and unfair, to choose from and the fair
offer is kept identical across the games. However, in one game the unfair offer is significantly more
skewed in favor of the proposer than the unfair offer in the other game. We show that the rejection rate
of the more unfair offer is systematically less than the rejection rate of the less unfair offer across the
two games.
Keywords: Ultimatum type games, fairness, temptation, intentions, reciprocity.
JEL Classifiers: D63, C78, C91.
* We thank Sandro Brusco, Debabrata Datta and Grazyna Wiejak-Roy for helpful comments. The usual
disclaimer applies. 1Corresponding author: Center for Economic Psychology and Decision Sciences, LKAEM, Ul. Jagiellonska 59,
03-301 Warsaw, Poland. Tel: +48 22 519 2204; Fax: +48 22 814 1156; Email: [email protected]. 2 Department of Economics, School of Social Sciences, Brunel University, Uxbridge, Midlesex UB8 3PH,
United Kingdom. E-mail: [email protected]
Electronic copy available at: http://ssrn.com/abstract=1068973
2
Intentions and Reciprocity
1 Introduction
It is fairly well established by now that standard game theory predictions in many bargaining games
fail in experiments. One of the most widely studied games that confirm this is the celebrated
Ultimatum Game. In such games, two players are provided with an amount of money that they can
share. One of the players is randomly selected to play the role of a proposer who announces a share.
The other player, the responder, must then decide whether to accept or reject this proposed share. If he
accepts, then the announced share is implemented with certainty. On the other hand if the offer is
rejected, then both players receive nothing. Backward induction suggests that any offer with a positive
share going to the responder should be accepted (because something, no matter how small, is better
than nothing) while the responder is indifferent between acceptance and rejection if offered nothing.
Hence, it should be in the best interest of the proposer to offer a penny to the responder and claim the
rest for himself. No experiment carried out so far confirms this equilibrium play. For example, Guth et
al. (1982) observed that in an ultimatum game, the proposers on average demanded less than 70%
while about 20% of positive offers were rejected. This made the authors conclude that monetary
payoffs are not all that matters and there is the possibility of fairness considerations on part of the
players.3 Similar observations are confirmed by Camerer and Thaler (1995) and many others. For an
excellent survey on this, see Roth (1995).
Such systematic trends made economists infer that unfair proposals were rejected because the
responder derived higher satisfaction in punishing the proposer for being unfair than accepting an
unfair deal. A responder with such an attitude will be called fairness-driven henceforth. This attitude
has been shown to prevail in single period (or two-stage) models by Berg et al. (1995), Roth et al.
(1991), Cameron (1995) and Kahneman et al. (1986). A conjecture that follows logically from this is
that most proposers offered fair deals either because they were themselves fair or that they feared to be
3 Binmore et al. (1985) conducted an experiment on a 2-period bargaining game to observe that the distribution
of offers moved significantly towards the “standard” equilibrium and hence suggested that ultimatum games, or
games with a single bargaining period, are not good enough to draw conclusions regarding fairness attitudes of
players. In reply, Guth and Tietz (1988) tested two two-period games with significantly different discount
factors, to conclude that play was far from equilibrium predictions. This ambiguity was erased to a large extent
by the work of Ochs and Roth (1989) who, in an enlarged experimental design, confirmed that single-period
ultimatum games were not so much of a special case.
3
punished for making an unfair proposal. To see if proposals were fair because of the fear of
punishment or by true fairness considerations on part of the proposers, Forsythe et al. (1994)
compared offers between ultimatum and dictator games. They observed that proposals were more fair
in ultimatum than in dictator games. Bolton (1991) made similar reports on two-period bargaining
games where the last period is a dictator game. This brings up the issue that “although the strategic
environment is influenced by ideas about fairness, ideas about fairness are influenced by the strategic
environment”4 itself. This is central to our paper.
In general, it is implicitly assumed that a proposal is unfair if the distribution of payoffs recommended
by the proposal moves too much away in the direction that favors the proposer from the one with equal
shares. Let us call this distributional fairness. In a recent work by Falk et al. (2003), it is argued that a
responder’s perception of fairness of an offer may have more dimensions than merely its distributional
property. In this regard, they put to test a non-consequentialist approach to fairness where, apart from
the actual offer, what matters is the set of available offers. Thus, a proposal of (8,2), with 8 going to
the proposer and 2 going to the responder, is unfair if (a) the only other available offer was (5,5) but
not if (b) the only other available offer was (2,8). Their experiment, on what they call mini-ultimatum
games,5 shows that the (8,2) offer was rejected less frequently under scenario (b) than under (a). This
suggested that human perception of fairness does not rely simply on the distributional aspects of
offers, but may indeed be non-consequential where punishments associated with a failure to meet
fairness is dependent upon the judgments about the intentions that caused such violations. There is a
significantly large literature in psychology that deals with several notions and uses of intentions (see
Krebs (1970)). As Falk et al. argue, actions coupled with the environment (alternative available actions
in their case) in which such actions are taken work as signals for the possible intentions that lead to
such choices.
If indeed perceptions of intentions that an offer may generate in the given environment matter, as
demonstrated by Falk et al., the next step for us would be to check how robust such attitudes are
and/or to put to test such attitudes to more extreme situations. Hence, in this paper we propose a
similar (and more extreme) aspect of the environment, but different from that of “the set of available
alternative actions” as used in Falk et al., to suggest how similar actions in different environments may
signal different intentions and affect the perception of fairness. To ensure the exposition of our notion,
we modify the mini-ultimatum games as in Falk et al. in the following ways. There are two games that
4 Quotation from Roth (1995), page 271.
5 There are other works on such mini ultimatum games [see for example, Bolton and Zwich (1995) and Guth et
al. (2001)].
4
interest us in our experiment as depicted in figure 1. In Game 1 player 1 can either select to share 1000
(units of money) by offering 20 to player 2 (strategy X), or he can select to share only 100 in equal
proportions (strategy Y). In Game 2, player 1 has 100 to share, either by offering 20 to player 2
(strategy X) or sharing it equally (strategy Y). Player 2 decides whether to accept or reject a proposal.
Rejection (actions R or r) always yields zero to all players, while acceptance (actions A or a)
implements the chosen proposal of player 1.
Player 1 Player 1
X Y X Y
Player 2 Player 2
A R a r A R a r
980 0 50 0 80 0 50 0
20 0 50 0 20 0 50 0
Game 1 Game 2
Figure 1: The two games used in the experiment
In both these games, there are three Nash Equilibria in pure strategies (namely, (X, Aa), (X, Ar) and (Y,
Ra)). However, the only subgame-perfect equilibrium is the profile (X, Aa) in which player 1 plays X
while player 2 plays Aa, resulting in the unique outcome where player 2 receives 20, while player 1
receives 980 in Game 1 and 80 in Game 2. Moreover, the two games are payoff-identical for player 2.
Going by the standard notion of distributional fairness as discussed before, the proposal of (980,20) is
certainly more unfair than the proposal of (80,20). Given that the payoff distribution of the only other
option is held constant at (50,50) across the two games (and hence ruling out circumstances that affect
intentions a la Falk et al.), if at all responders are driven by fairness as defined before, one would
expect that the rate of acceptance of offer X in Game 1 cannot be more than that in Game 2. Perhaps
even more. Almost all experiments on Ultimatum games suggest that as the distributional unfairness
of an offer increases, so does the rate of rejection. Although the exact preferences of an average
responder and the likelihood of rejection needs more systematic study, in another recent experimental
study by Andreoni et al. (2003), a convex ultimatum game was under scrutiny in order to recover
preferences of the bargainers. In such a game, a given sum of money could be shared and the proposer
5
was asked to announce a share (in terms of fractions). The responder was then allowed to reduce the
given sum of money (on a continuous scale, hence the name convex). No reduction meant accepting
an offer in a standard ultimatum game while full reduction meant rejection. Allowing for intermediate
possibilities for a responder made his action set convex at each information set. Their experiment
provided very strong evidence that the likelihood of rejection (or the size of reduction of the original
sum of money) is indeed very sensitive to the announced fraction. Since the fraction of the pie that
goes to the responder is 20% in the offer (80,20) and only 2% in the offer (980,20) in our case, one
could expect the acceptance rate of the offer (980,20) to be far less than that of the offer (80,20).
The above conjecture may be successful in ultimatum games but may fail in our games since our
constructed environment has more subtle properties that affect perception of intentions of a given
offer. For example, from the perspective of the proposer, offering Y requires a far higher degree of
fairness-driven attitude in Game 1 than in Game 2. Putting it in other words, the offer X is far more
tempting in Game 1 than in Game 2 and hence even a reasonably fair proposer who would otherwise
propose offer Y in Game 2 may end up making the unfair offer X in Game 1. If a responder realizes
this and is fairness driven, by observing the offer X, what can he infer regarding the fairness-attitude of
the proposer in the two games? While, in Game 2, he would be almost sure that the proposer was an
unfair player, in Game 1 he may be less sure as to whether the proposer was indeed unfair or was “fair
but not fair enough” to resist temptation resulting from the strikingly high stakes in offer X in Game 1.
Consequently, while in Game 2 the responder will derive an extra pleasure from punishing a proposer
who makes the offer X, he will not be sure whether rejecting the offer X in Game 1 would lead to
punishing an unfair proposer or a reasonably fair one but weak, like many of us, under temptation.
Assuming that one does not like to punish those who are forced into environments where they may
easily give up principles of fairness, a fairness-driven responder may be less willing to enforce
punishment in Game 1 than in Game 2. Hence, and contrary to the standard notion of distributional
fairness, if fairness driven players indeed think in such terms, then one would expect the acceptance
rate of the unequal offer X not to be lower in Game 1 than in Game 2. We look for evidence of this
possibility in an experimental set up. In this respect, the dimension of the environment that we address
here is that of “the human capacity to be fair”. Arguably, it is an intangible aspect of our environment.
The modification of a standard mini-ultimatum game into our Game 1 is on purpose to enhance the
effect, if any, of temptation. We could have also used two other games by replacing our payoffs of
(980,20), (80,20) and (50,50) by, for example, (980,20), (800,200) and (500,500) respectively or by
(980,20), (650,350) and (500,500) respectively. Such payoff vectors would make both our games to be
6
mini-ultimatums. However, there are two major problems for our purposes: (1) the effect of temptation
would not be so prominent across the games and (2) the responder’s payoffs would not be identical
across games, leading to other unwanted and asymmetric reasons for acceptance of unfair offers.
Our experimental design is simple although we control for the following aspects that we consider
important. Firstly, a subject may feel that ultimatum-type games are by virtue unfair because proposers
tend to enjoy some first-mover advantages.6 This itself may lead to rejection of offer X. We wanted to
eliminate this aspect of “virtual unfairness” of ultimatum-type games by telling subjects before they
took part in our experiment that they will choose strategies both as a responder and as a proposer
(similar to that in Guth and Tietz (1988) and Andreoni et al.), and then we would randomly select the
role by which they will be paid. We also thought that the realization of the “mixedness” of the
intention-signal from offer X in Game 1 may be enhanced in those cases where the subject first makes
proposals. To our delight this indeed turned out to be true. Second, in this paper we do not wish to
address issues like how communication with and/or identity of the bargaining partner affect the choice
of strategies. Hence, we kept the design anonymous and non-communicable. Our research can be
easily extended to study the effects of these aspects. Thirdly, we use independent samples for each
game as we do not want experience in one game to affect the strategies taken in the other. Hence we
made sure that subjects playing both games came from a homogenous population. They were all arts
students from Warsaw and came from the same age group and social and educational background, and
there was no reason to doubt that they would differ distributionally in terms of bargaining games.
Our data has the following main implications for two-stage (one period) bargaining in ultimatum-type
games: (a) people can be easily tempted with very high stakes, in face of which they start making
distributionally unfair proposals with significantly higher frequency; (b) distributional unfairness in
face of strong temptation is generally reciprocated by a higher degree of tolerance than that in the
6 We made some preliminary enquiries amongst arbitrarily selected agents in the role of a responder to confirm
this fear. In many cases where the agent rejected offer X, when asked they said that they did so not only because
the offer in question was unfair but also because they found the game itself to be “unfair” as for the “same job of
making a decision”, a responder was given the possibility of earning significantly more. To get around this
“negative feeling” on part of the subjects, one could have first make the random selection for a role for each
subject publicly and then asked them to play the game in the randomly selected role. We tried this as well with
arbitrarily selected agents but those who were selected as responders told us that they felt unfair and defeated by
nature. Hence we thought that for our purposes, the random selection should be done after they make their
choices as this would minimize any such negative feelings in the role of responders. It also has an added
advantage of recovering bargainer-types as discussed in Section 3.3. In any event, we learnt that this is an
important and often overlooked aspect of ultimatum games.
7
absence of an any real temptation; and (c) people who have been put first in situations of strong
temptation are also most willing to pardon distributional unfairness resulting from temptation.
The rest of the paper is structured as follows. In section 2 we describe our experimental design on
games 1 and 2. In section 3 we report our findings. The paper concludes in section 4 with a discussion.
2 The Experimental Design
The experiment was performed on 160 subjects, who were undergraduate students from a private
business school and from a state university in Warsaw. We first divided them into four groups of size
40 each, called A, B, C and D. Groups A and B took part in Game 1 while groups C and D in Game 2
(these games are exactly as in Figure 1, excepting that the subjects were told that payoffs were in
points and that each 10 points carried 1 PLN = 0.3 USD approximately). Hence, Game 1 was carrying
a possible prize money of 98 PLN which is certainly a significant return for Polish students.
Subjects were made to sit in a classroom and we first described an example of a mini-ultimatum type
game. They were then told that they would take part in a similar game, both as a proposer as well as a
responder and in each case they will have to make their choices (more correctly, in order to ensure a
sufficiently large data set, we asked for their strategies as in Falk et al. and Andreoni et al.). They
were also told that some of them (but not all) would be randomly selected and paid according to their
choices, either as a responder or as a proposer, which will be decided by an independent toss of a coin
for each randomly selected subject. Moreover, they were told that their partners were from another
school in Poland and that their partners had already chosen their strategies (in exactly the same
environment as they were in our laboratory – while announcing this, we showed them paper files
which we said had their partner’s decisions).7 We also told our subjects that for each choice they make
(once as a proposer and once as a responder), they would be randomly paired with one of the subjects
of the other school. This essentially helped in minimizing any possible correlation between a particular
subject’s strategies as a responder and as a proposer in terms of the characteristic identity of the
7 In reality, we constructed the choices of the partners with the following rule: 1) all fair offers (Y) were
accepted, 2) 50% of the offers were X in both games and 3) 50% accepted unfair offers in both games.
Something similar but in a different context was used in Binmore et al. (1985). One may doubt the credibility of
such announcements in the minds of the subjects. However effects of this, if any, were far less important for our
purposes than those arising from any belief of a possible cooperation amongst bargaining partners.
8
bargaining partner. All payments were made immediately after all choices were made. We made sure
to announce that all random selections will be done publicly by one of them selected arbitrarily.
Groups A and C first made their choices as a proposer and then as a responder while groups B and D
did the same in the reverse order of roles. This was not made common knowledge amongst subjects.
Below we provide a table to summarize our subject groups in terms of games and orders of roles:
Group Game Order of roles
A Game 1 First propose, then respond
B Game 1 First respond, then propose
C Game 2 First propose, then respond
D Game 2 First respond, then propose
The exact instructions for groups A and B (which were in Polish) translated into English are provided
in Appendix A. Those for groups C and D are identical in language. In the next section we report our
results.
3 Results
3.1 Proposals
We first report the proposals across groups of subjects and across Games, as depicted in figures 2a and
2b, where on the y – axis we plot the observed percentage of the unfair proposal X.
9
Figure 2a: Proposal X across groups of subjects Figure 2b: Proposal X across games
As the above figures show, 51.25% of proposals were unfair in Game 1 while only 28.75% of
proposals were unfair in Game 2. This difference is statistically significant (χ2 = 8.44, p < 0.004).
However, these proportions are comparable across groups A and B (52.5% and 50% respectively)
while they were visibly higher in D than in C (37.5% and 20% respectively) (χ2 = 2.99, p < 0.084).
This enables us to conclude that our subjects confirm that the offer X in Game 1 was significantly
more tempting. It is interesting to observe that the order of roles (that is whether subjects were first put
into a responders’ or a proposers’ task) has no effect in Game 1 (enforcing the fact that the temptation
to offer option X in Game 1 was independent of this order). On the other hand in Game 2, the group
that responded first, tend to have made the unfair offer X visibly more frequently.
3.2 Responses
We now turn our attention to the responder strategies. As expected, all subjects, barring 4 exceptions
out of 160, decided to accept the offer Y (with payoff (50,50)). The following figure reports the
responders’ choices against the unfair offer X.
52,50%50,00%
20,00%
37,50%
0%
25%
50%
75%
100%
A B C D
51,25%
28,75%
0%
25%
50%
75%
100%
A+B C+D
10
Figure 3a. Acceptance of unfair offers across Figure 3b. Acceptance of unfair
groups of subjects. offers across games.
In figures 3a and 3b, we depict on the y - axis the percentages of acceptance of the distributionally
unfair offer X across groups and games respectively. In general, this acceptance rate is visibly higher
in Game 1 (73.75%) than in Game 2 (62.5%). This difference, although not statistically significant, is
worth reporting (χ2 = 2.33, p < 0.123) and is sufficient to accept the following hypothesis:
Hypothesis 1
The acceptance rate of the offer X is observed at least as frequently in Game 1 as in Game 2.
Acceptance of the above hypothesis is a clear indication that there is more than mere distributional
aspects of fairness of a given offer. Keeping in line with the possibility of mixed signal of offer X and
the effect of experience of roles as discussed before, we formulated our main hypothesis as follows:
Hypothesis 2
1. Acceptance of the offer X is observed more frequently in group A than in group C.
2. Difference in the acceptance rates between groups A and C is bigger than the same between
groups B and D.
80,00%
67,50%
60,00%
65,00%
0%
25%
50%
75%
100%
A B C D
73,75%
62,50%
0%
25%
50%
75%
100%
A+B C+D
11
For groups B and D who were first asked to respond and then to propose, this difference is not at all
significant with 67.5% and 65% being the respective percentages of acceptance across these two
groups. But most interestingly, for groups in the reverse order of roles, the level of acceptance in
group A (80%) is significantly higher (χ2 = 3.81, p < 0.051) than that in group C (60%). These
differences are not significant across groups A and B or across groups C and D. Finally, the difference
in the acceptance rate across groups A and C is bigger than the same across groups B and D (F = 64.5 ,
F(α = 0.1) = 39.86). Thus Hypothesis 2 is accepted by our experimental data.
3.3 Types of Bargainers
To be complete, we present the distribution of types of bargainers in our experimental dataset. A
bargainer-type is defined as the profile of strategies a subject takes once as a proposer and once as a
responder. Thus in a given game, there are 8 possible player types. However, we rule out types where
a player rejects the equal payoff offer of (50,50). Hence the types that interest us in this experiment are
)},(,{)},,(,{)},,(,{ aAYaRXaAX and )},(,{ aRY in either game. The distributions of these types
across the four groups and the two games are depicted in figures 4a and 4b respectively.
45,0% 45,0%
27,5%
15,0%
10,0%
0,0%
5,0%2,5%
42,5%
37,5%
22,5%
27,5%
40,0%
25,0%27,5%
17,5%
0,00%
10,00%
20,00%
30,00%
40,00%
50,00%
A B C D
X (A,a) X (R,a) Y (A,a) Y (R,a)
Figure 4a. Distribution of bargainer-types across groups
12
45,0%
21,3%
3,8%5,0%
25,0%
40,0%
22,5%
32,5%
0,00%
10,00%
20,00%
30,00%
40,00%
50,00%
A+B C+D
X (A,a) X (R,a) Y (A,a) Y (R,a)
Figure 4b. Distribution of bargainer-types across games
Even casual observation reveals that the fraction of players, independent of the game or the sequence
of roles, who made an unfair offer almost never rejected unfair proposals. Hence the type {X,(R,a)} is
almost absent (similar to what was found in Andreoni et al.). The most popular type in Game 1 was
the one which made the unequal offer (980,20) and accepted all offers (type {X,(A,a)}, 45%) while
that in Game 2 is the one which offered the equal share (50,50) and accepted all offers (type {Y,(A,a)},
40%). However, the popularity of type {X,(A,a)} in Game 1 is significantly higher in both groups A
and B but that of type {Y,(A,a)} is closely followed by the type {Y,(R,a)} in both groups C and D for
Game 2 (32.5%). Moreover, the type {X,(A,a)} is higher in Game 1 than in Game 2 (χ2
= 10.19, p <
0.001) and in group A than in group C (χ2 = 8.57, p < 0.003). Similarly, the type {Y,(A,a)} is higher in
Game 2 than in Game 1 (χ2 = 4.10, p < 0.043). Finally, the type {Y,(R,a)} is higher in group C than in
group A (χ2
= 4.94, p < 0.026). The summarized data is put in a table in Appendix B. We now
summarize our main finding below:
Main Empirical Conclusion
There is evidence supporting the following possibilities:
1. Offer X is more frequently made in Game 1 than in Game 2.
2. Acceptance rate of offer X is systematically higher in Game 1 than in Game 2.
3. In groups where players first propose and then respond, the acceptance of offer X is
significantly more frequent in Game 1 than in Game 2.
13
4 Discussion
Our experiment provides evidence that there are more aspects in the perception of fairness of a payoff
vector than simply its distribution or the set available alternatives as we have shown that the
distributionally more unfair offer of (980,20) is accepted more frequently than the offer (80,20) when
the available set of alternative offers is held constant at only (50,50). We argued that this may occur
due to the players’ understanding that while the offer (80,20) was most likely to have come from an
unfair proposer, since 980 is far too tempting to be resisted on face of a mere 50, when an offer of
(980,20) is made, a responder may discount his belief regarding the unfairness of the proposer by the
amount of temptation in the environment. In this sense, the responder looks at an offer as a screening
device to tell apart the possible types of a proposer. In Game 2, the offer (50,50) gives a signal that the
proposer is fair with a high probability while the offer (80,20) gives a signal that he is unfair with a
high probability. On the other hand in Game 1, while the offer (50,50) remains to be a signal that the
proposer is fair with a high probability (and possibly higher than that in Game 2), the offer (980,20) is
less informative and hence may indeed be a pooling signal. We may interpret our group data
percentages as these belief probabilities.
Let us once again take a careful look at the games used in Falk et al, in particular the 2-8 game and the
5-5 game. In the former, the only two options for the proposer are (8,2) and (2,8) while in the latter
game these are (8,2) and (5,5). In their experiment Falk et al. observe that the percentage of
acceptance of the (8,2) offer in the 2-8 game is significantly higher than that in the 5-5 game. The
most plausible reason for this could be that responders would hardly expect even a reasonably fair
proposer to offer a distribution that is unfair to himself. Hence, the (8,2) offer in the 2-8 game gives a
mixed signal regarding intentions of the proposer while the same offer in the 5-5 game pushes the
responder to believe with very high probability that the proposer was not a fair person. Something
similar is also the case in our experiment. However, the difference is that in our case, intentions are
not dependent upon the available alternative proposals but rather on the perceived weakness of human
nature that a proposal along with the environment in which it is made highlights. In this sense, our
observation is perhaps a more consequential one, by which we demonstrate that the argument a la Falk
et al. may not necessarily have to be non-consequential.8 On the other hand our experiment supports
8 We are aware that the border between consequentialism and non-consequentialism is not easily well drawn and
there are some grey areas.
14
the issue of intentions a la Falk et al. and shows that this aspect is not only robust but can also be
applied to even more extreme environments.
On a different note, consider classical preferences without fairness and temptation. Suppose that there
is a fraction of the population who simply use dominated strategies (that is rejection of an unfair offer
in an ultimatum-type game). According to our data, about 30% of our 160 subjects reject unfair offers.
Given this, one may ask the following question: what is the optimal strategy of a rational proposer in
this case? Since one does not know whether the opponent is rational, it may be rational to offer the fair
division. Furthermore, it is likely that offering the fair division may be optimal in the 'small stakes'
game (Game 2) but not in the 'high stakes' game (Game 1). In the first case an unfair offers yields an
expected sum of (7/10)(80) = 56 which, with a little bit of risk aversion on part of the proposer, may
yield a utility less than the utility of 50. In the high stake game this expected utility is obviously
significantly higher and hence even a highly risk averse proposer may find it optimal to make the
unfair offer in Game 1. However, one can still make the point that fairness and temptation matter,
since the percentage of rejection is lower in a high stake game. Thus, our predictions are valid even if
only a minority of the players are affected by these factors.
4.1 Related Literature from Psychology
Several other psychological aspects in decision making may have their independent effects on the
strategies taken by our subjects. In this section we provide a brief outline of these aspects which call
for further experiments, perhaps by psychologists. In doing so, we divide such psychological traits into
two groups, namely, interactive factors and non-interactive factors.
Interactive factors
Interactive factors are those possible psychological traits of a decision maker in retrospect with an
environment where he requires an understanding of the psychology of other simultaneously active
decision makers. Hence, these factors are more central to game theoretic environments.
Let us look at the Game 1 from the perspective of a proposer. On one hand he would like to earn a lot
of money but on the other hand he would like to be fair – either because he is a fairness-driven person
or because he is afraid that an unfair offer will be rejected and he will get nothing. For a person who
first plays in the role of a responder, the understanding of how difficult is the situation of a proposer
15
depends on his own ability and willingness to empathize with a proposer. This willingness to
empathize may have been initiated in our experiment by the fact that our responders knew that they
will be later asked to play in the role of a proposer. As a result, responders who were able to empathize
were arguably also able to imagine the perspective of a proposer. And taking other’s perspective into
consideration, as suggested by experiments carried out by psychologists (for example, see Manner et
al. (2002)) is one of the factors that increase the likelihood of pro-social (benefiting others) behavior.
Taking the perspective of one’s bargaining partner (in our case a tempted proposer) should be easier
and more pronounced in case of those responders who experienced earlier a role of a proposer. Thus it
could be expected that such subjects would be even more likely to “forgive” proposers making unfair
offers than those who took the perspective of a proposer without experiencing his role. Hence in spite
of a much higher distributive unfairness of proposal X in Game 1, the willingness to punish unfairness
should not be (and actually was not) stronger in Game 1 than in Game 2. And within Game 1 those
who experienced proposing first (group A) were even less likely to punish the unfair offer X. Our data
supports this.
Non- interactive factors
Non-interactive factors are those traits in the minds of a decision maker which may be applied in
isolation to perceptions regarding the attitudes of the other decision makers active simultaneously. In
this sense, these factors are of less importance to a game theorist although psychologists are typically
more interested in this area. In what follows we list some of these non-interactive factors which may
be relevant in our experimental environment.
Proposing the option X violates the norm of fairness. Transgressing, or knowingly committing a
wrongful act (e.g. violating a widely recognized norm), leads to an arousal of a negative internal state
– or guilt. It is well supported in the psychology literature that the feeling of guilt is accompanied by
attempts to reduce this highly aversive state usually by some altruistic deeds (see for example Krebs
(1970), Regan (1971) and Baumeister and Stillwell (1991)). Hence being a proposer in Game 1 and
succumbing to temptation (choosing the option X) should evoke in some people the feeling of guilt.
Playing next the role of the responder provides them with a good opportunity to reduce guilt by a
“beneficent deed” – accepting an offer X. Such a pattern of behavior is actually observed when we
compare groups A (Game 1) and C (Game 2). Another non-interactive factor that could also contribute
to the results is good mood. Again, it is also well documented in the psychology literature that positive
affective states lead to more pro-social, altruistic behavior (Isen, 2000). Recently Kirchsteiger et al.
16
(forthcoming) have studied the impact of moods in gift-exchange games to show that people are more
generous when acting under good moods. In our case, Game 1 gives to a proposer a possibility of
earning a lot of money, which may lead to the arousal of good mood. Being in a good mood when
playing the role of a responder may lead to altruistic behavior – accepting unfair offers. Thus more
acceptance of offer X should be observed in Game 1 than in Game 2 and this is evident from our data.
Since a subject playing the role of a proposer first (group A) has this possibility of earning money
highlighted best, the intensity of good mood should be strongest in those subjects than in those who
play the role of a responder first (group B) or those who play Game 2. If the results are driven by
intensity of good mood, the acceptance of the unfair offer should be higher in group A than in all other
groups. This is actually what was observed, although the difference between groups did not reach
statistically significant levels.
These two factors of course do not exhaust the list of possible factors underlying the reasons why
subjects accepted unfair offers. Other factors such as convincing oneself that one does not suffer from
jealousy (by accepting unfair offer) in order to reassure a subject’s high self-esteem is also worth
considering.
Each of the above described factors may be tested in more controlled environments. The feeling of
guilt could be tested in a very simple experiment. If the results are driven solely by guilt then giving a
guilty proposer (who has just proposed offer X) a chance to reduce this before he plays the role of
responder should lead to lower acceptance of unfair offer by those subjects. We reserve such
experiments for future research.
Fairness and intentions are multidimensional and hence difficult aspects of a strategic environment
and no one experiment can reveal the entire spectrum of these subtle notions. We consider our
experiment as a small step towards unraveling this seemingly difficult area of research.
Appendix A: Instructions
The following is the written instruction (translated into English from Polish) given to each subject who
played Game 1 (that is for groups A and B). Instructions for Game 2 follow the same manner of
communication and hence is not provided here.
17
Instructions for a Proposer
You are asked to share some points with another person. To do this, you have two options X and Y
from which you will have to select just one.
Option X: 1000 points will be shared between the two of you in the following proportions:
You will receive 980 points and the other person will receive the remaining 20 points.
Option Y: 100 points will be shared between the two of you in the following proportions:
Both of you will receive 50 points each.
Your Options
Option X Option Y
You get 980 You get 50
Other person gets 20 Other person gets 50
But
Before payments are made to you and the other person, the other person will be asked whether
he/she accepts the option you have chosen or rejects your choice.
• If the other person accepts your choice then payments will be made according to the option
you have chosen.
• If the other person rejects your choice, then both (that is you and the other person) will
receive nothing
Your Options
Option X Option Y
Other person’s choice Other person’s choice
for option X for option Y
Accept Reject Accept Reject
You get 980 You get 0 You get 50 You get 0
Other person gets 20 Other person gets 0 Other person gets 50 Other person gets 0
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Which option would you choose?
Write down your choice of option (that is X or Y) in the box provided below.
End of instructions.
Instructions for a Responder
You are asked to share some points with another person. To do this, you have two options X
and Y from which you will have to select just one.
Option X: 1000 points will be shared between the two of you in the following proportions:
You will receive 20 points and the other person will receive the remaining 980 points.
Option Y: 100 points will be shared between the two of you in the following proportions:
Both of you will receive 50 points each.
Other Person’s Options
Option X Option Y
You get 20 You get 50
Other person gets 980 Other person gets 50
But
Before payments are made to you and the other person, the you will be asked whether you accept the
option the other person has chosen or reject the other person’s choice.
• If you accept the other person’s choice then payments will be made according to the option the
other person has chosen.
• If you reject the other person’s choice, then both (that is you and the other person) will receive
nothing.
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Other Person’s Options
Option X Option Y
Your choice for option X Your choice for option Y
Accept Reject Accept Reject
You get 20 You get 0 You get 50 You get 0
Other person gets 980 Other person gets 0 Other person gets 50 Other person gets 0
Suppose the other person chooses Option X. Will you accept (A) or reject (R) this option?
Write down your choice (that is A or R) in the box provided below.
Suppose the other person chooses Option Y. Will you accept (A) or reject (R) this option?
Write down your choice (that is A or R) in the box provided below.
End of instructions.
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Appendix B: Data
Subject Group A B A + B C D C + D
Number of subjects making offer X 21 20 41 8 15 23
Number of subjects accepting offer X 32 27 59 24 26 50
Bargainer-Type X,(A,a) 18 18 36 6 11 17
Bargainer-Type X,(R,a) 1 2 3 0 4 4
Bargainer-Type Y,(A,a) 11 9 20 17 15 32
Bargainer-Type Y,(R,a) 7 11 18 16 10 26
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