doing good or doing harm_khadjavi & lange

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1 Doing Good or Doing Harm – Experimental Evidence on Giving and Taking in Public Good Games Menusch Khadjavi and Andreas Lange* University of Hamburg August, 2011 Abstract. This paper explores motives and institutional factors that impact the voluntary provision of public goods. We compare settings where players can only contribute with those where their actions may also reduce the public good provision. While the ‘giving’ decision has received substantial interest in the literature, e.g. on charitable giving, many real world applications involve actions that may diminish public goods. Our results demonstrate that the option to ‘take’ significantly changes contribution decisions. Through a series of treatments that vary in the action set and the initial stock of the public good, we show that fewer agents contribute to the public good when their action set allows for taking. As a result, the provision level of the public good is reduced. Extending the action set to the take domain thereby allows us to provide a new interpretation of giving in (linear) public good games: giving positive amounts in a standard public good game may just reflect a desire to avoid the most selfish option, rather than a ‘warm glow’ from giving. As such, ‘doing good’ may just mean ‘not doing (too much) harm’. Keywords: public good, voluntary provision, experiments JEL: H41, C91 * Correspondence: Department of Economics, University of Hamburg, Von Melle Park 5, 20146 Hamburg, Germany ([email protected], [email protected]).

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Page 1: Doing good or doing harm_Khadjavi & Lange

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Doing Good or Doing Harm – Experimental Evidence on Giving and

Taking in Public Good Games

Menusch Khadjavi and Andreas Lange*

University of Hamburg

August, 2011

Abstract.

This paper explores motives and institutional factors that impact the voluntary provision of

public goods. We compare settings where players can only contribute with those where their

actions may also reduce the public good provision. While the ‘giving’ decision has received

substantial interest in the literature, e.g. on charitable giving, many real world applications

involve actions that may diminish public goods. Our results demonstrate that the option to

‘take’ significantly changes contribution decisions. Through a series of treatments that vary in

the action set and the initial stock of the public good, we show that fewer agents contribute to

the public good when their action set allows for taking. As a result, the provision level of the

public good is reduced. Extending the action set to the take domain thereby allows us to

provide a new interpretation of giving in (linear) public good games: giving positive amounts

in a standard public good game may just reflect a desire to avoid the most selfish option,

rather than a ‘warm glow’ from giving. As such, ‘doing good’ may just mean ‘not doing (too

much) harm’.

Keywords: public good, voluntary provision, experiments

JEL: H41, C91

* Correspondence: Department of Economics, University of Hamburg, Von Melle Park 5,

20146 Hamburg, Germany ([email protected],

[email protected]).

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1 Introduction

A functioning society relies on a sufficient provision of public goods. These can be financed

through taxes or through voluntary individual contributions. Both provision channels have

received substantial attention in the literature. However, it is equally important that existing

public goods are not exploited by individuals to their own personal advantage.

Examples are widespread where individuals may both contribute to a public good or

reduce its provision level. They range from environmental pollution where agents can emit or

try to reduce overall pollution by investing in offsets (Kotchen 2009), legal vs. illegal

employment, illegal claim of social services and tax evasion, to managers whose actions may

enhance the performance of a firm or just exploit the work contribution of others.

While doing good has been explored in numerous laboratory and field experiments on the

economics of charities, the option of individuals doing harm to the public for their own

private benefit has received much less attention in the literature.1 In this paper we investigate

how individuals behave when their action space allows for giving and taking, i.e. contributing

to a public good or exploiting it. Our study lends new insights into the motives of individuals

in private-public interactions. To our knowledge, simultaneous giving and taking decisions

have not been addressed in the literature.

Andreoni (1995) examines the extreme settings where agents can either only take or only

give. Comparing giving (positive frame) and taking (negative frame) decisions, he finds that

public good provision levels are significantly lower in the negative frame compared to the

positive frame. As a possible explanation, Andreoni suggests that agents may receive a

relatively large ‘warm glow’ from giving, while only getting a relatively small ‘cold prickle’

from taking. These findings have been confirmed by Park (2000) for a linear public good

1 For an overview of earlier studies of public good games, see Ledyard (1995). Social dilemma games and public

good games often find that behavior of individuals differs from the standard game theoretic prediction. While the

prediction in standard linear public good games is that participants give nothing to the public good, studies

present robust evidence that group contributions to the public good are significantly greater than zero (often

around 50 to 60 percent of total possible contributions) in the first period, and – even though with a declining

trend – mostly remain significantly greater than zero in subsequent periods (see e.g. Isaac and Walker 1988,

Isaac et al. 1994, Gächter et al. 2008).

Positive giving decisions in public good games, dictator and ultimatum, and other games are in conflict with

the Nash prediction of payoff-maximization and have led to a series of theoretical explanations based on other-

regarding, social preferences. See Meier (2007) for a recent survey.

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game and Sonnemans et al. (1998) for a comparison of step-level public goods versus step-

level public bads. 2

In this paper, we explore the more general and realistic setting where the action space

allows agents to give and take. We perform a series of experimental treatments that differ

with respect to the initial allocation given to the private and the public accounts. Besides the

extreme cases of (i) a voluntary contribution mechanism (VCM) with no initial resources in

the public account where agents can solely give and (ii) an inverse public good treatment

where all resources are in the public account and subjects can only take,3 we consider two

additional treatments that start with a positive allocation in both the private and the public

account. In the first, the action space allows both giving and taking decisions. In the second,

the action set is again limited to the giving domain. Our experimental design allows us to

investigate how an extension of the action space changes the behavior in public good settings.

The importance of the taking domain has been demonstrated by List (2007) and Bardsley

(2008) who investigate the impact of the action set manipulation on subjects’ willingness to

transfer money in dictator games. They find that providing dictators with the opportunity to

take resources from recipients leads fewer dictators to give positive amounts, while mean

offers decrease significantly and even turn to be negative. We use our combination of

treatments to show new insights into the motives of giving to and taking from public goods.

Our results demonstrate that the option to ‘take’ significantly changes contribution

decisions. Fewer subjects contribute to the public good when their action set allows for

taking. The provision level is least in the inverse public good setting where subjects can only

take from an initially existing public account. In line with Andreoni (1995), more subjects

choose the most selfish action, i.e. transfer the maximal allowed amount to their private

account when taking is possible.

Importantly, the percentage of subjects who give positive amounts to the public good also

declines when taking options are introduced for identical initial allocations to public and

private accounts. That is, we find that not only those subjects who contribute zero when

limited to the giving domain will exploit a chance to take from the public good when this is

2 Cubitt et al. (2010) follow a similar approach in a one-shot setting with second-stage punishment option and

ex-post elicitation of emotions, but largely find insignificant results. For a broader comparison of framing effects

in public good experiments, see Cookson (2000). 3 This treatment is comparable to the take frame of Andreoni (1995) and Cubitt et al. (2010). Note that an inverse

framing of the public good game resembles, but does not correspond to a typical common pool resource game.

The inherent and the functional structures differ significantly. While some use of the common pool resource is

socially optimal, every unit of depletion of the public good lets the outcome diverge from the social optimum.

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possible. These results extend findings by List (2007) and Bardsley (2008) to the domain of

public goods.

Our findings suggest new insights into the motives of giving. They are not consistent with

standard impure altruism models (Andreoni 1990) which assume warm glow utility to stem

from the number of tokens a subject allocates to the public good. Rather, they suggest that

‘doing good’ (and potentially some feeling of warm glow) depends on the chosen action

relative to the set of available actions.4 In other words, if a subject could potentially diminish

or destroy the public good, ‘doing good’ may just mean ‘not doing (too much) harm’. Our

results also relate to the literature on crowding out of voluntary contributions through a tax-

financed provision of public goods (e.g., Andreoni 1993, Chan et al. 2002, Bergstrom et al.

1986). We confirm earlier results that crowding out of private contributions is incomplete

when agents are limited to positive contributions to the public good. However, for the case

where agents can also diminish the provision level of the public good, our findings suggest

that a tax-financed provision may backfire such that the final public good provision is

reduced.

The remainder of this paper is organized as follows. Section 2 presents the experimental

design of the study. Results are presented and discussed in section 3. Section 4 provides a

concluding discussion.

2 Experimental Design

Our experimental design consists of four treatments. They include the standard linear public

good game in which participants receive their endowments in a private account and are able to

contribute to the public good (VCM), i.e. to transfer part of their endowment from their

private to public account. The other treatments differ in the initial allocation to the public

good and in the action set that is available to agents. Players always interact in groups of four.

The payoff to an agent i in the respective treatments is given by

�� = �� − �� + ℎ�� +�� � �� �

where ℎ denotes the per capita return to the public good with 0 < ℎ < 1 < ℎ�, �� represents

the initial endowment of i in treatment t (and is the same for all n group members), �� denotes

4 A similar idea was introduced by Rabin (1993) when modeling a theory of reciprocity: the kindness of an

action is defined relative to the range of payoffs that the player could allocate to other persons.

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i’s transfer to the public good account, and �� is the initial allocation to the public good

account. In the experiment, we chose � = 4 and ℎ = 0.4.

The first three treatments vary the initial allocation to agents and the public good as well

as in the action space. Parameters in treatment t are given by: �� = 20 − Δ��� = �Δ��� ∈ [−Δ�, 20 − Δ�] First, the baseline (VCM) treatment has Δ� ! = 0, i.e. no initial allocation to the public good

exists, the agents can contribute any amount between 0 and 20 units to the public good

account.

Second, we consider an inverse of the standard game (INV) in which agents do not have

any initial private endowment (Δ"#� = 20), but instead all budget is allocated to the public

good (�"#� = 4 ∗ 20 = 80) and players are able to take their share from the public good, i.e.

transfer any amount between 0 and 20 units to their private account.5

Third, we study an intermediate situation in which 40 percent of the budget is initially

allocated to the public good while players receive 60 percent of the budget in their private

account and may either contribute to or take from the public good. We denote this treatment

by VGT – Voluntary Give or Take. That is, Δ�&' = 8 such that the initial endowment of each

player is 12, while the public good level initially is given by ��&' = 4 ∗ 8 = 32. Players are

able to take up to 8 units out of the public good (by choosing �� = −8) or to give up to 12

units to the public good (�� = 12).

Fourth, we limited the VGT treatment to the giving domain, so that we get a second

VCM, called VCM*. Its parameters are calibrated so that �� !∗ = ��&' and �� !∗ =�� !∗. Like in the VGT treatment, 32 units are initially allocated to the public account, while

12 units are allocated to each of the four private accounts. The action set is however limited to �� ∈ [0, 20 − Δ�&']. That is, players may now contribute between 0 and 12 units to the public

account.

The standard game theoretic prediction for all treatments is that agents will contribute no

units of their endowments to the public good and – if taking is possible – transfer the maximal

allowable amount to their private account. We therefore would predict �� ! = 0, �"#� =−20, ��&' = −8, and �� !∗ = 0. In order to compare decisions across treatments, we

discuss the person’s effective contribution level �� + Δ� in the results section.

5 In our experiment, this treatment asked agents to decide on the transfer to their public account, i.e. their

decision was on −�� ∈ [0,20].

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Contrary to the equilibrium prediction of zero contributions, many experiments have

demonstrated positive contributions by (at least some) players in the first period as well as

subsequent periods of a session (Ledyard 1995). Social preferences, bounded-rationality and

strategic considerations might explain such departures from the standard game theoretic

prediction (Meier 2007) or warm-glow (Andreoni 1990).

With our experimental design, we contribute to the understanding of motives of giving.

Our combination of treatments that vary both the action set and the initial endowment of the

public good is novel in several respects. While VCM, VCM*, and INV either allow for taking

or for giving, our VGT treatment provides players with both the option to give and to take.

Thereby, we are able to directly test for impure altruism. Based on the warm glow theory of

giving, the share of players deciding to give positive amounts from their endowment in the

VGT treatment should not be significantly different from the share in VCM* as the initial

income of players is identical. Comparing VGT and VCM* therefore directly allows to study

the effect of extending the action set to the taking domain.

The treatments can further provide useful information on crowding out behavior. Relative

to VCM, VCM* resembles a situation where agents’ income is reduced in order to provide the

public good. Agents are then able to further add to the public good. This comparison

corresponds to the literature on crowding out of voluntary contributions through public

provision of public goods (e.g. Bergstrom et al. 1986). Here, we are able to measure the

magnitude of crowding out in our public good game where taxation is inconspicuous rather

than explicit. This situation resembles what Eckel et al. (2005) analyze in their experiments

on the crowding out hypothesis with respect to charitable giving and refer to as fiscal illusion.

Note again that in case players take from the public good in the VGT, this is not motivated by

explicit taxation. By comparing VCM and VGT, we can further study how this crowding

effect changes when agents can not only add to a publicly provided public good, but also

diminish it by selfish actions.

All experimental sessions were conducted in the computer laboratory of the Faculty of

Economic and Social Sciences, University of Hamburg, Germany in January and April 2011.

Each session lasted approximately one hour. We used z-Tree (Fischbacher 2007) to program

and ORSEE (Greiner 2004) for recruiting. In total, 160 subjects participated in the

experiment. All were students with different academic backgrounds, including economics.

Each of our 8 sessions consisted of 10 periods. Once the participants were seated and

logged into the terminals, a set of instructions was handed out and read out loud by the

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experimenter.6 In order to ensure that subjects understood the respective game, experimental

instructions included several numerical examples and participants had to answer nontrivial

control questions via their computer terminals.7 At the beginning of the experiment subjects

were randomly assigned to groups of four. The subjects were not aware of whom they were

grouped with, but they did know that they remained within the same group of players for all

periods.

At the end of each period, participants received information about their earnings, the

cumulative group contribution to or extraction from of the group account and the final amount

of units in the group account. Subjects were never able to identify individual behavior of

group members. At the end of the experiment, one of the periods was randomly selected as

the period that determined earnings with an exchange rate between Euro and token of 3 EUR

= 10 tokens. Including a show-up fee of 4 EUR, the average payment over all treatments was

11.70 EUR. Table 1 summarizes the information for all 8 sessions.

3 Results

We craft the results summary by both pooling the data across all periods and reporting

treatment differences for the first period. We later explore the effects of time on contribution

schedules in more detail.

Since the action space and therefore the decisions differed across the treatments, Table 2

reports the decisions along with the corresponding public good contribution level per player

relative to the Nash equilibrium prediction in INV, VCM, VCM* and VGT. As stated in the

section 2, this is given by �� + �. At the group level, this normalized contribution coincides

with the provision level of the public good.

Table 2 provides summary statistics for decisions in all treatments and the corresponding

contribution levels in VCM, VCM*, VGT, and INV. Across all periods, in VCM, each player

contributed 7.71 tokens on average, resulting in a public good provision level of

4*7.71=30.84 tokens. In VCM* the average contribution was 12.84 tokens.8 In VGT, the

average contribution was 7.23, while it is substantially smaller in INV with 4.44. For the first

6 We mainly followed the instructions of Fehr and Gächter (2000), but slightly changed the wording. For

instance, instead of ‘contributions to a project’, instructions asked participants to divide tokens between a private

and a group account. Instructions can be found in Appendix B. 7 In case a participant did not answer the questions correctly, she was given a help screen that explained the

correct sample answers in detail. We believe this might further reduce experimenter demand effects compared to

individual talks with subjects. See Zizzo (2010) for more information on experimenter demand effects. 8 Note that the minimum contribution in the VCM* was 8 tokens, because the public account contained 8 tokens

per person already and ‘taking’ was no option.

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period, the mean contributions are 11.75 tokens for the VCM, 14.25 tokens for the VCM*,

8.61 tokens for the INV, and 11.53 tokens for the VGT treatment. Figure 1 depicts

contribution levels by period.

The differences between the treatments are confirmed by a series of tests. Based on

Mann-Whitney tests with the average contribution by one group across all periods as the unit

of observation, INV results in smaller contributions than VGT (5% level) and VCM* (1%

level). While Mann-Whitney does not show a significant difference between INV and VCM,

this difference is confirmed by a Welch’s t-test (10% level).9 Contributions are greater in

VCM* compared to all other treatments. Of course, this is also due to the minimum

contribution of 8 tokens. There is no significant difference in contributions between VCM and

VGT. Table 3 summarizes these test results.

Using the individual contributions in the first period as the unit of observation, Mann

Whitney tests again confirm the difference between INV and VGT, VCM (both differences

significant at 10%), and VCM* (1% level).

We can therefore formulate the following results:

Result 1. Average provision of the public good in the inverse public good game

(INV) is less than in VCM, VCM* and VGT.

Result 2. Average provision of the public good in the VCM* is greater than in

VCM, INV and VGT.

Result 3. There is no significant difference in the provision of the public good

between VCM and VGT.

Further evidence for these results can be found through a series of linear regression models as

illustrated in Table 4. The regressions predict the contribution to the public good (in tokens)

as a result of the different treatments. We test the INV against the VCM, VCM* and VGT.

Averaged across all periods, the INV treatment leads to less contributions than VCM (3.3

tokens, statistically significant at the 10% level), VCM* (8.4 tokens 1% level), and VGT (2.8

9 The reason for using the Welch t-test is as follows: In order to be allowed to use a Mann-Whitney test, the

variances of the samples need to be equal (see, e.g., Zimmerman 1992, Fay and Proschan 2010 and Ruxton

2006). A Levene’s test leads to no significant difference in variances for the VCM and VGT such that a Mann-

Whitney test is valid. In contrast, a Levene’s test shows that the variances of the samples of VCM and INV are

not equal (p = 0.014) such that a Welch’s t test for unequal variances can be used (a Shapiro-Wilk W test cannot

reject the hypothesis of normality for both distributions).

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tokens, 5% level). Table 4 also separates the effects between the first five and last five

periods. It should be noted that our regressions indicate a declining trend in contributions over

the periods that also reduces the difference between the treatments.

Result 1 suggests an interesting effect of allowing agents to take from the public good.

Contrary to ideas of status quo bias, a larger initial endowment of the public good account

does not lead to an increased provision. Rather, reversing the public good to a taking game in

INV diminishes the contribution levels. We thereby confirm findings by Andreoni (1995) and

Park (2000). Importantly, this effect is large enough for INV to be inferior to VGT where

agents can give and take.

However, the effect appears to be primarily driven by the fact that INV does not allow for

giving. Comparing VCM and VGT, we do not find any significant differences. In fact, Figure

1 shows almost identical contribution rates. While this suggests that – without changing the

range of possible contributions – introducing a taking domain has no significant on average

contributions impact as long as giving remains possible, we will later see important

differences between the underlying distributions. When taking options are introduced that

extend the range of possible contribution levels (VGT vs. VCM*), contributions not

surprisingly go down. This is particularly driven by the fact that the most selfish option in

VCM* still corresponds to a positive contribution level.

Our results also shed some new light on the extent to which private contributions to a

public good are crowded out by government contributions that are financed through taxes

(e.g., Andreoni 1993, Chan et al. 2002, Bergstrom et al. 1986). The payoff structure of VCM*

relative to VCM can be reinterpreted as having private income of agents reduced (taxed)

while simultaneously providing a public good at the corresponding level (tax-based financing

of public good). This public finance literature suggests that crowding out is incomplete, i.e.

tax-financed provision may increase the total provision level of a public good. We find

evidence for this incomplete crowding out even in our linear public good setting by

comparing contributions in VCM vs. VCM*. However, Result 3 indicates that this finding is

driven by the assumption of non-negative contributions. When extending the action set to the

taking domain, i.e. when agents have options to diminish the public good to their own private

advantage, we find complete crowding out (VGT vs. VCM). Note that we find this result even

though the reduced allocation to the private account in VGT and VCM* was not framed as ex

ante taxation. The setting thereby resembles fiscal illusion (Eckel et al. 2005). It might not be

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unreasonable to speculate that crowding out will even be larger when taking options exist in

settings without fiscal illusion.

After this discussion of average contribution levels, we now have a closer look at the

individual decisions and how they are affected by the option to take. In Table 5, we report the

percentage of the respective most selfish action, i.e. where players maximize the units in their

private account (MaxSelf), that is, give 0 in VCM and VCM*, take 8 in VGT or take 20 in

INV. We further report the percentage of actions that correspond to contributing the

maximum to the public good (MaxPubl), i.e. give 20 in VCM, give 12 in VCM* and VGT, or

take 0 in INV. Finally, we give the percentage of choices in VCM, VCM* and VGT that

transfer a positive amount to the public good.

Across all periods, 16.6% of the decisions in VCM involve a full allocation to the public

good. This statistic is 18.3% in VCM*. In VGT 11.3% of all individuals decide to contribute

all resources to the public good, while only 4.8% of choices are not withdrawing any tokens

from the public good in INV. Corresponding, while 52.7% of actions involve the maximal

transfer to the private account (MaxSelf) in INV, 45.3% in VGT, and 33.9% in VCM, only

25.3% of decisions involve zero giving in VCM*. In all treatments, there is a declining trend

in cooperation and an increase in fully selfish behavior.

In order to identify how taking options change the behavior of agents due to changed

intentions rather than due to reactions to behavioral changes of others, we now concentrate on

period 1 decisions. We use a series of Fisher’s exact tests to compare the distributions for the

different treatments. In INV, 36.4% of players take out the maximum amount. Less players

choose the corresponding selfish action in VGT (20.0%, difference significant at the 10%

level), VCM* (12.5%, at 5% level) and in VCM (11.1%, at 1% level). We can therefore

conclude that the action space in a public good setting matters for the display of selfish

behavior that maximizes the player’s own payoff while minimizing the contributions to the

public good.

Result 4. More players choose the most selfish action in INV than in VCM,

VCM* and VGT.

Result 4 indicates that extending the action set to the taking domain can lead to a substantial

change in behavior. Interestingly, the standard public good setting appears to reduce the

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number of agents who act fully selfishly compared to settings where agents take from an

initially existing public good account.

We now have a closer look at giving in VCM, VCM* and VGT. In all three treatments,

agents could add to the public good account. Considering first period decisions only, 89% of

players give a positive amount in VCM and 87.5% in VCM*, while only 65% give in VGT.

The differences between VCM and VGT as well as VCM* and VGT are both significant at

the 5% level. They remain stable over the periods.

Result 5. Fewer players give a positive amount if the action space allows for

giving and taking (VCM vs. VGT and VCM* vs. VGT).

A random effects probit regression for the probability of a positive giving in Table 6 confirms

this finding. The estimated coefficients for VCM and VCM* are positive and statistically

significant.

Taking jointly, Results 4 and 5 allow us to gain further insights into the motives of giving.

Giving in public good games is often interpreted as a sense for efficiency, conditional

cooperation or agents gaining a warm glow from giving (Andreoni 1990). Our results show

that introducing the option to take from the public good does not merely induce a smaller total

provision level because some agents will transfer tokens to their private accounts. Rather, the

percentage of players who contribute positive amounts to the public good declines. 10

Our findings are therefore neither consistent with some status quo bias, nor with a strict

version of warm glow. If an agent’s warm glow utility from contributing was driven by the

number of tokens she allocates to the public good, we would not expect to see the differences

between VGT and VCM* and VCM. Our results are, however, consistent with a modified

version in which an agent’s utility depends on the chosen action relative to the available set of

actions. In order to capture this idea, we posit a kindness measure for voluntary actions.

Inspired by Rabin (1993) who applied this idea in his theory of intention-based social

preferences, we define

Kindness of contribution = )*+,-./01+234,+301563137-.809934.:*01+234,+3016-;37-.809934.:*01+234,+301563137-.809934.:*01+234,+301

10

Note that this comparison could not have been made based on VCM and INV and therefore goes beyond the

existing literature.

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In terms of our notation, this measure is defined by (�� −min�)/(max� − min�). The

distribution of this kindness measure for first period actions (i.e. when decisions are not yet

blended with information about previous periods and group member behavior) are depicted in

Figure 2. While we demonstrated differences between INV and other treatments for the most

selfish and the most publicly oriented action, pairwise (nonparametric) two-sample exact

Kolmogorov-Smirnov tests of the distributions of the kindness measures cannot not reject the

null hypothesis of equality of the respective distributions.

The idea that actions has to be seen relative to the available action set is also consistent

with List (2007) and Bardsley (2008) who observe that ‘giving’ in dictator games is not the

same as ‘doing good’. Correspondingly, ‘taking’ (from a public good or directly from other

subjects) may not be readily interpreted as ‘doing harm’.11

Rather, when subjects compare

their actions to all feasible actions in situations that allow for taking, ‘doing good’ may simply

mean ‘not doing (too much) harm’.

4 Conclusion

The last decades have seen an enormous interest of economists in providing insights why

people give to public goods. A diverse and insightful public good game literature has emerged

that studies voluntary contributions to public goods. By mainly focusing on the giving

decision, the public good game literature has largely ignored a simple and obvious twist to

how individual actions may affect the provision of public goods: agents may not only engage

in giving, but may also choose actions that diminish the public good. Environmental amenities

serve as a prominent, yet not exclusive example.

In this paper we report findings from experiments that allow a direct comparison of the

impact of allowing takings to the provision of public goods. We study modifications of a

standard linear public good game that vary the initial provision level of the public good and

the degree to which agents may contribute to or degrade the public good.

We provide a number of interesting and important insights. First, if the action set only

allows for taking from an initially provided public good, the resulting provision level of the

public good is smaller than in any situation where agents can (also) contribute positive

amounts. Additionally, the share of agents who engage in the most selfish action is larger.

Secondly, fewer agents give positive amounts to the public good if they also hold the

11

This is at least true if there are no implicitly or explicitly defined formal or informal norms and rules.

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opportunity to take from it. Extending the action space to taking from the public good

therefore has an important impact on its provision level.

Our findings add insights to the motives of agents to give. Our findings suggest that

explanations of giving based on warm glow theories may have to take the action space into

account as well: ‘doing good’ (and potentially generating a feeling of warm glow) depends on

the chosen action relative to the set of available actions. When agents can diminish or destroy

the public good, ‘doing good’ may just mean ‘not doing too much harm’.

Naturally, this paper can only provide initial insights into how and why individuals

contribute to or diminish the provision of public goods. It provides an interesting avenue for

future research. For a better understanding how to overcome social dilemmas, it is necessary

to both explore which institutions induce agents to provide public goods and which ones

discipline agents to refrain from exploiting them.

References

Andreoni, J. (1990). “Impure Altruism and Donations to Public Goods: A Theory of Warm-

Glow Giving”. The Economic Journal, vol. 100, pp. 464-477.

Andreoni, J. (1993). “An experimental test of the public goods crowding-out hypothesis”.

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Appendix A – Figures and Tables

Figure 1. Average contributions in INV, VCM, VCM* and VGT for all groups over all

periods.

Figure 2. Contributions relative to maxima in INV, VCM, VCM* and VGT, period 1 only.

0

2

4

6

8

10

12

14

16

18

20

1 2 3 4 5 6 7 8 9 10

Co

ntr

ibu

tio

n

Period

INV VGT VCM VCM*

010

20

30

40

010

20

30

40

0 .5 1 0 .5 1

INV VCM

VCM* VGT

Perc

ent

contribution_ratioGraphs by treatment

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Table 1. Summary of experimental sessions.

Session Number of groups Number of participants Treatment

1 5 20 INV

2 6 24 VGT

3 5 20 VCM

4 6 24 INV

5 4 16 VGT

6 4 16 VCM

7 5 20 VCM*

8 5 20 VCM*

Note: Numbers of groups across treatments are not perfectly equal due to some registered subjects not showing

up.

Table 2. Summary statistics of VCM, VCM*, INV and VGT.

Statistic

First period All 10 periods (means)

VCM VCM* INV VGT VCM VCM* INV VGT

Mean

decision

11.75

(7.52)

6.25

(4.18)

-11.39

(7.80)

3.53

(7.55)

7.71

(7.69)

4.84

(4.42)

-15.56

(6.19)

-0.77

(7.87)

Mean

contribution

11.75

(7.52)

14.25

(4.18)

8.61

(7.80)

11.53

(7.55)

7.71

(7.69)

12.84

(4.42)

4.44

(6.19)

7.23

(7.87)

% of positive

contribution

88.89

100.00

63.64

80.00

66.11

100.00

47.27

54.75

Mean

contribution

conditional

on > 0

13.22

(6.62)

14.25

(4.18)

13.54

(5.28)

14.41

(5.36)

11.66

(6.59)

12.84

(4.42)

9.39

(5.89)

13.21

(5.83)

Note: Standard deviations for individual level data in parentheses.

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Table 3. Results of test statistics for comparison of group contributions, all 10 periods.

(row vs. column comparison) Treatment

VCM VCM* INV

Treatment

VCM* >

(p = 0.0412)

INV <

(p = 0.0557)†

<

(p = 0.0001)

VGT = <

(p = 0.0012)

>

(p = 0.0411)

Note: All test statistics are (nonparametric) Mann Whitney tests except for INV vs. VCM. The table is to be read

row vs. column. For instance, group contributions are significantly greater in the VCM* compared to the VCM.

† The comparison of INV vs. VCM is done using a Welch t test because of unequal variances.

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Table 4. Linear Regression of Contribution Levels of Treatments VCM, VCM*, INV and

VGT.

Dependent Variable: Contribution Level

Independent

Variables

(I)

All 10

periods

(II)

All 10

periods

(III)

All 10

periods

(IV)

Periods 1 to 5

(V)

Periods 6 to 10

VCM 3.270*

(1.813)

3.270*

(1.814)

3.745**

(1.842)

3.745**

(1.841)

2.795

(1.894)

VCM* 8.394***

(1.071)

8.394***

(1.072)

7.473***

(1.201)

7.473***

(1.200)

9.315***

(1.087)

VGT 2.789**

(1.236)

2.789**

(1.236)

3.193**

(1.513)

3.193**

(1.513)

2.385**

(1.145)

Period 6-10 -3.528***

(0.394)

-3.573***

(0.483)

Period 6-10_VCM -0.949

(0.884)

Period 6-10_VCM* 1.843**

(0.803)

Period 6-10_VGT -0.807

(1.039)

Constant 4.441***

(0.695)

6.205***

(0.745)

6.227***

(0.819)

6.227***

(0.819)

2.655***

(0.637)

Observations 1600 1600 1600 800 800

Individuals 160 160 160 160 160

Groups 40 40 40 40 40

Note: Random effects estimation clustered at group level; INV is the baseline. Standard errors in parentheses,

significance: *p < 0.10, **p < 0.05, ***p < 0.01.

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Table 5. Percentage of decisions with (i) highest possible contribution (MaxPubl), (ii) the

least possible contribution (MaxSelf), (iii) transferring a positive amount to the public good in

VCM, VCM* and VGT, and percentage of groups with zero provision of the public good.

Statistic

First period All 10 periods (means)

VCM VCM* INV VGT VCM VCM* INV VGT

% of decisions

MaxPubl 33.33 25.00 20.45 25.00 16.66 18.25 4.77 11.25

% of decisions

MaxSelf 11.11 12.50 36.36 20.00 33.89 25.25 52.73 45.25

% of decisions with

positive giving 88.89 87.50 - 65.00 66.11 74.75 - 41.50

% of groups with

group account = 0 0.00 0.00 0.00 0.00 10.00 0.00 14.55 15.00

Table 6. Probit Regression of Giving a Positive Amount for Treatments VCM, VCM* and

VGT.

Dependent Variable:

Binary variable on whether a positive amount was given (yes = 1)

Independent Variables

(VI)

All 10 periods

(VII)

All 10 periods

VCM 1.005***

(0.305)

1.141***

(0.349)

VCM* 1.353***

(0.301)

1.537***

(0.345)

Period 6-10 -1.043***

(0.106)

Constant -0.319

(0.204)

0.162

(0.238)

Observations 1160 1160

Individuals 116 116

Groups 29 29

Note: Random effects estimation; VGT is the baseline. Standard errors in parentheses, significance: *p < 0.10,

**p < 0.05, ***p < 0.01.

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Appendix B – Experimental Instructions

General Instructions for Participants

Welcome to the Experiment Laboratory!

You are now taking part in an economic experiment. You will be able to earn a considerable

amount of money, depending on your decisions and the decisions of others. It is therefore

important that you read these instructions carefully.

The instructions which we have distributed to you are solely for your private information. It is

prohibited to communicate with other participants during the experiment. Should you

have any questions please raise your hand and an experimenter will come to answer them. If

you violate this rule, we will have to exclude you from the experiment and from all payments.

During the experiment you will make decisions anonymously. Only the experimenter knows

your identity while your personal information is confidential and your decisions will not be

traceable to your identity.

In any case you will earn 4 Euros for participation in this experiment. The additional earnings

depend on your decisions. During the experiment your earnings will be calculated in tokens.

At the end of the experiment your earned tokens will be converted into Euros at the following

exchange rate:

1 Token = 0,30 €,

and they will be paid to you in cash.

The experiment consists of 10 periods in which you always play the same game. The

participants are divided into groups of 4. Hence, you will interact with 3 other participants.

The composition of the groups will remain the same for all 10 periods. Please mind that you

and all other participants decide anonymously. Therefore group members will not be

identifiable over the periods.

At the end of the experiments you will receive your earning from one out of the ten periods

converted in Euros (according to the exchange rate above) in addition to the 4 Euros for your

participation. The payout period will be determined randomly. You should therefore take the

decision in each period seriously, as it may be determined as the payout period.

The following pages describe the course of the experiment in detail.

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Rules of the Game

Each player faces the same assignment. Your task (as well as the task of all others) is to

allocate tokens between your private account and a group account.

At the beginning of each period each participant receives 20 tokens in a private account. You

have to decide how many of these 20 tokens you transfer to a group account, and how many

you keep in your private account. Your transfer can be between 0 and 20 tokens (only whole

numbers).

[INV: At the beginning of each period there are 80 tokens in the group account and no

tokens in your private account. You have to decide how many of the 80 tokens you leave in

the group account and how many tokens you transfer to your private account. Your transfer

can be between 0 and 20 tokens (only whole numbers).]

[VGT: At the beginning of each period each participant receives 12 tokens in a private

account. There are 32 tokens in a group account. You have to decide how many of these 32

tokens you leave in the group account and how many of the 12 tokens you transfer from your

private account to the group account respectively. Your transfer input is related to the group

account, so that a negative input means a transfer from the group account to your private

account and positive inputs mean transfers from your private account to the group account.

Your transfer can be between -8 and 12 tokens (only whole numbers).]

[VCM*: At the beginning of each period each participant receives 12 tokens in a private

account. There are 32 tokens in a group account. You have to decide how many tokens you

transfer to the group account. Your transfer can be between 0 and 12 tokens (only whole

numbers).]

Your total income consists of two parts:

(1) the tokens which you have kept in your private account,

(2) the income from the group account. This income is calculated as follows:

[INV: (1) the tokens which you have transferred to your private account]

Your income from the group account =

0,4 times the total amount of tokens in the group account

Your income in tokens in a period hence amounts to

(20 - your transfer) + 0.4 *(total amount of tokens in the group account).

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[INV: (transfer to the private account) + 0.4*(total amount of tokens in the group account)]

[VGT, VCM*: (12 – your transfer) + 0.4*(total amount of tokens in the group account)]

The income of each group member from the group account is calculated in the same way, this

means that each group member receives the same income from the group account. Suppose

the sum of transfers to the group account of all group members is 60 tokens. In this case each

member of the group receives an income from the group account of 0.4*60 = 24 tokens. If

you and your group members transfer a total amount of 9 tokens to the group account, then

you and all other group members receive an income of 0.4*9 = 3.6 tokens from the group

account. Every token that you keep in your private account yields 1 token of income to you.

[INV, VGT, VCM*: similar or same examples.]

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Information on the Course of the Experiment

At the beginning of each period the following input screen is displayed:

The Input Screen:

The period number is displayed on the top left. The top right shows the time in seconds.

This is how much time is left to make a decision.

At the beginning of each period your endowment contains 20 tokens (as described above).

You decide about your transfer to the group account by typing a whole number between 0 and

20 into the input window. You can click on it by using the mouse.

[INV: At the beginning of each period the group account contains 80 tokens. You decide

about your transfer to your private account by typing a whole number between 0 and 20 into

the input window. You can click on it by using the mouse.]

[VGT: At the beginning of each period the group account contains 32 tokens. You decide

about your transfer to your private account or your transfer to the group account by typing a

whole number between -8 and 12 into the input window. You can click on it by using the

mouse.]

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[VCM*: At the beginning of each period the group account contains 32 tokens. You decide

about your transfer to the group account by typing a whole number between 0 and 12 into the

input window. You can click on it by using the mouse.]

When you have decided about your transfer to the group account, you have also chosen how

many tokens you keep to yourself, that is (20 - your transfer) tokens [differs by treatment].

When you have typed in your decision, you need to press the Enter Button (by use of the

mouse). By pressing the Enter Button your decision for the period is final and you cannot go

back.

After all group members have made their decisions, your income from the period will be

displayed on the following income screen. You will see the sum of transfers to the group

account and your income from your private account. You will also see your total income in

that period.

The Income Screen:

As described above, your income is

(20 – your transfer) + 0,4*(total amount of tokens in the group account).

[INV: (transfer to the private account) + 0.4*(total amount of tokens in the group account)]

[VGT, VCM*: (12 – your transfer) + 0.4*(total amount of tokens in the group account)]

Good luck in the experiment!