Abstract
Previous research has shown an ‘interindividual-intergroup discontinuity effect’: intergroup interactions generally lead to less cooperative outcomes than interindividual interactions. We replicate the discontinuity effect in the deterministic prisoner’s dilemma, but find that groups are more cooperative than individuals in a stochastic version of the game. Three major factors that underlie the usual discontinuity effect are reduced in the stochastic environment: greed, fear, and persuasion power. Two group mechanisms are proposed to explain the reversed discontinuity effect: the motivation to avoid guilt and blame when making decisions that affect others’ welfare, and the social pressure to conform to certain norms when one is in a group setting.
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Notes
A mixed-motive matrix game is defined as “any game in which the players’ preferences among the outcomes are partly coincident and partly opposed, motivating the players both to cooperate and to compete, as in the Prisoner’s Dilemma game.” (Colman 2001).
The difference in the value of the Talers for the two games was designed to make the payoff magnitudes the same for individuals making decisions on their own and for those in three-person groups.
Out of the 36 groups who indicated how they made their decisions in the survey questionnaires, 32 groups reached unanimous decisions and 4 groups applied majority voting.
We had a mechanical failure in the study which prevented us from recording some group discussions.
Wildschut et al. (2003) also identify four moderators of the discontinuity effect: opponent strategy, procedural interdependence, communication, and conflict of interest, which are not very relevant to this paper because our experimental design made the four moderators the same in all treatments.
Following research on cooperation, greed is defined as greed for larger profit by taking advantage of the other party’s cooperation, and fear as fear of being exploited by the other party if self cooperates.
Imagine that an average subject has a 1/2 chance to figure out the dominant strategy. If we assume that once one member figures it out, the whole group follows her, an average group with 3 subjects has 1−(1/2)3 = 7/8 chance to find the dominant strategy.
Data are from another study in which subjects played the same game as the current one except that the investment was 36 instead of 45. Subjects in that study were from the same subject pool as the current study.
This is an observation we made while listening to the tapes, not quantitative data.
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Acknowledgements
We appreciate helpful comments and suggestions from David Aadland, Colin Camerer, Rachel Croson, Jason Dana, Charles Holt, David Krantz, Robert Meyer, Charles Plott, Deborah Small, and participants at the CRED 2008 Annual Meeting, the CREATE Behavioral Economics and Terrorism Workshop, the SJDM 2008 Annual Conference, Jonathan Baron lab meeting, and weekly seminar at the Marketing Department, the Wharton School, University of Pennsylvania. We thank the Wharton Behavior Lab, Leonid Markel, and Sarah Martin for collecting and compiling the data. We also wish to thank Kip Viscusi and an anonymous reviewer for their feedback and suggestions on an earlier version of the paper. This research is supported by National Science Foundation grant CMS-0527598.
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Gong, M., Baron, J. & Kunreuther, H. Group cooperation under uncertainty. J Risk Uncertain 39, 251–270 (2009). https://doi.org/10.1007/s11166-009-9080-2
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DOI: https://doi.org/10.1007/s11166-009-9080-2