the role of identity in work effort - experiments

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The Role of Identity in Work Effort * Jeffrey V. Butler Einaudi Institute for Economics and Finance, Rome, Italy jeff[email protected] Abstract: A laboratory experiment was conducted in order to examine the impact of insider and outsider identities on effort incentives in the context of incomplete contracts. Consistent with the importance of identity for employee motivation, insider status induced more reciprocity—a steeper wage-effort relationship in fixed-wage contracts and less shirking for low wages in a two-state moral hazard environment with unobservable effort. The results are explained in an Akerlof and Kranton-style identity utility model, and have the novel implication that firms may want to induce an outsider identity among employees in low (fixed-) wage industries. JEL Classification: C9; J2; Z Keywords: gift exchange; effort; identity; culture; experiment; contracts * I owe a great debt of gratitude to George A. Akerlof, Shachar Kariv, John Morgan and Steven Marc Goldman for many helpful comments. I am also grateful to to the National Science Foundation Research Grant SES 04-17871 and UC Berkeley’s X-lab for financial support.

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Page 1: The Role of Identity in Work Effort - Experiments

The Role of Identity in Work Effort∗

Jeffrey V. Butler

Einaudi Institute for Economics and Finance, Rome, Italy

[email protected]

Abstract: A laboratory experiment was conducted in order to examine the impact ofinsider and outsider identities on effort incentives in the context of incomplete contracts.Consistent with the importance of identity for employee motivation, insider status inducedmore reciprocity—a steeper wage-effort relationship in fixed-wage contracts and less shirkingfor low wages in a two-state moral hazard environment with unobservable effort. The resultsare explained in an Akerlof and Kranton-style identity utility model, and have the novelimplication that firms may want to induce an outsider identity among employees in low(fixed-) wage industries.

JEL Classification: C9; J2; Z

Keywords: gift exchange; effort; identity; culture; experiment; contracts

∗I owe a great debt of gratitude to George A. Akerlof, Shachar Kariv, John Morgan and Steven MarcGoldman for many helpful comments. I am also grateful to to the National Science Foundation ResearchGrant SES 04-17871 and UC Berkeley’s X-lab for financial support.

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1 Introduction

Non-monetary incentives factor heavily into many workers’ effort decisions (Akerlof, 1982;

Bewley, 1999; Fehr et al., 1993).2 The prevalence of fixed-wage and otherwise incomplete

contracts serves as a constant reminder of this fact. Among workers’ non-monetary in-

centives, Akerlof and Kranton (2005; 2008) argue convincingly that identity is particularly

important. In their view, firms can invest in policies that influence how workers see them-

selves in relation to the firm. Some policies (forming company sports teams, organizing

retreats, etc.) can lead employees to identify with the firm and internalize the firm’s goals.

Other policies, such as monitoring, can lead employees to adopt an identity in opposition

to the firm. For ease of exposition, call employees who choose to identify with their firm as

insiders. Call all other employees outsiders.

In order to assess when and how firms might benefit from inducing insider and outsider

identities, it is necessary to understand the consequences of identity in specific wage envi-

ronments. The current paper focuses on two broad classes: a fixed-wage environment and

an outcome-contingent wage environment involving unobservable employee effort. Identify-

ing the effects of identity using real-world data presents obvious challenges. Along with the

usual obstacles such as the unobservability of individuals’ wage-effort schedules, endogeneity

is also an issue.3 Therefore, the analysis was conducted using a laboratory experiment.

In some sessions of the experiment, the feeling of being an insider was induced among

participants (INS); in other sessions, the feeling of being an outsider was induced (OUT).

Irrespective of this first stage of identity-inducement, participants then engaged in a second

stage of the experiment in which two games were played: a gift exchange game (Fehr et al.,

1993), modelling a fixed-wage environment; and another simple game involving unobservable2 For an overview of experimental results in this vein, see Camerer (2003). For a more critical view of

the robustness of this research, see Charness et al. (2004).

3For example, tournaments designed to elicit extra effort from employees through competition may insteadinduce winners to identify more strongly with the firm, the result being a mechanical relationship betweenhigh-prodictivity tournament winners and various measures of loyalty to the firm.

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effort and outcome-contingent wages. The results confirm the assertions of Akerlof and

Kranton (2008) in the outcome-contingent wage environment: insiders exerted more effort

for all possible outcome-contingent wages. In the gift exchange game, insiders did not exert

uniformly more effort, but rather exhibited more reciprocal wage-effort schedules: less effort

provision at low wage levels than outsiders, and more effort provision at high wage levels

than outsiders.

The variation in the impact of identity across these wage environments can be explained

in a simple identity utility model, with the assumption that an important normative concern

in the wage-setting environments studied is reciprocity.4 Given this assumption, recent

experimental evidence demonstrates that one prominent effect of creating a shared identity

is to increase the weight individuals place on situational normative concerns in decision-

making (Butler, 2008; Chen and Li, 2009; McLeish and Oxoby, 2008, 2007). In the current

context, since reciprocity dictates rewarding “nice” actions, the impact of enhancing concern

for reciprocity depends on what is considered nice.

In fixed wage environments, high wages are nice and low wages are “nasty.” Therefore,

enhancing reciprocity-concern should amplify the (positive) relationship between wages and

effort.5 On the other hand, in a moral hazard environment where low outcome-contingent

wages are not necessarily malign—low-powered wage incentives can reflect a high level of

trust, for instance—enhancing reciprocity can enhance effort provision even for low wages.

These are precisely the patterns present in the data.

The current paper contributes to the burgeoning literature on identity and economics by

verifying the intuition in Akerlof and Kranton (2005, 2008) that policies aimed at inducing

an insider identity can ameliorate moral hazard; and by shedding light on the specific mech-

anism underlying this phenomenon: enhanced concern for situational norms. One novel4Reciprocity is one prominent explanation for the positive relationship between effort and wages (e.g.,

Fehr et al., 1993; Akerlof, 1982). Also, simple moral hazard environments, including the one studied hereand in Akerlof and Kranton (2008) can also be thought of as a stochastic ultimatum game, where refusingto exert effort is analogous to rejecting the proposer’s offer. Reciprocity is often invoked in explainingultimatum game results (for an overview of utlimatum game experiments, see Camerer (2003).

5This will be shown more formally in the Explanations section, below.

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implication of the results is that firms may, in some circumstances, rationally induce an

outsider identity among employees to avoid the negative consequences of reciprocity. This is

particularly likely when firms pay low wages, for which insiders would exert less effort than

outsiders.

The remainder of the paper is organized as follows. First, closely related literature is

outlined. In section 3 the experimental design is presented in detail. Section 4 presents the

results for the gift exchange game, followed by results for the moral hazard game. Then, in

section 5, possible explanations for the results are considered. The final section discusses

implications of the patterns in the data, and provides concluding remarks.

2 Closely Related Literature

The topic of social identity was introduced into economics in a pair of papers by Akerlof and

Kranton (Akerlof and Kranton, 2000; Akerlof and Kranton, 2005), which contain an excellent

overview of the background literature and motivating examples. The main hypothesis of this

literature is that the categories individuals use to think about themselves and others–their

social identities–in large part determine behavior through the normative concerns which are

inextricably intertwined with social identity.

The most closely related paper is McLeish and Oxoby (2008), where the authors manip-

ulate the salience of a particular social identity shared by their experimental partcipants—

being a student at the University of Calgary—and then have participants play the ultimatum

bargaining game. They show that increasing the salience of this shared social identity in-

creases proposers’ offers and responders’ minimum acceptable offers. This is consistent with

both bargainers being aware of the fact that social identity increases reciprocity, as rejecting

low offers is commonly taken to stem from negative reciprocity. Similar findings obtain in

McLeish and Oxoby (2007), where partcipants are more likely to punish members of their

own experimentally-induced, trivial, groups. In Butler (2008) sharing an experimentally-

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induced, trivial, social identity is associated with increased trust and reciprocity in a trust

game, and increased honesty in a game involving deception, demonstrating that the effect

of identity varies with situational norms (trust, reciprocity and honesty, respectively). Gen-

erally similar patterns are present in Chen and Li (2009), where the authors show that

increased altruism is exhibited when dealing with in-group members, relative to interactions

involving out-group members.

Other closely-related papers examine the effects of increasing the salience of particular

real-world identities on various aspects of preferences. In Benjamin et al. (2007), the authors

investigate the effect of priming gender and ethnicity on risk tolerance and patience, and

find that making identity salient changes behavior in a way consistent with gender- and

ethnic-specific stereotypes. In (Ben-Ner et al., 2007), the authors prime specific identities

by providing demographic information to experimental participants about their about their

co-players and find behavior consistent with in-group favoritism. The main advantage of

priming is transparency—what is being made salient is obvious. The main drawback of this

approach is, again, transparency—it is likely obvious to the subjects what the researcher is

making salient. Therefore, it is many times unclear whether observed changes in behavior

stem from reactions to stereotypes, demand effects, or true preference changes.

Differently from existing papers, the current paper examines the effects of identity in two

broad and prevalent classes of incomplete contract environments. Also, unlike the existing

papers, the current paper induces the effects of identity indirectly by relying on the close re-

lationship between identities and value-systems as embodied in Akerlof and Kranton (2000),

and, more classically, in Durkheim (1967). This approach is complementary to the exist-

ing literature, while avoiding much of the demand effect associated with artificially-induced

trivial groups, as well as the endogeneity problems associated with real-world social iden-

tities. Results in the current paper and results in other papers where particular identities

were induced or directly primed provide mutually reinforcing evidence of the importance of

identity as a non-pecuniary incentive. The current paper extends the existing experimen-

tal evidence by considering the particularly economically-relevant class of such situations

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involving incomplete contracts.

3 Experimental Design

The experiment consisted of two phases: an identity manipulation phase, and a game-playing

phase. There were two versions of the experiment and in each version the game playing phase

was identical. The versions were solely distinguished by the identity manipulation phase.

In one version of the experiment, the manipulation was meant to induce the feeling of being

an insider. In the second version of the experiment, participants were made to feel like

outsiders. The versions will therefore be referred to as the Insider (INS) version and the

Outsider (OUT) version. Each subject participated in exactly one version.

3.1 The Identity Salience Manipulation Phase

In the Insider (INS) version of the experiment, each subject viewed a list of normative values

(reproduced in the appendix). From this list, they were picked the value they deemed most

important to them, personally. After they picked this value, subjects were asked to either

write or think about why the value they chose was important to them, personally, for fifteen

minutes. After the fifteen minutes had expired, their writing materials were collected and

everyone proceeded to the game-playing phase. The Outsider (OUT) version was identical

to the INS version, except that, subjects were asked to choose the value least important to

them, personally and write or think about why the value they chose as least important to

themselves might be important to someone else.

The method used to engender the feeling of being an insider or an outsider builds on

the observation: the essential nature of being an insider in the current context is that work

reinforces your values, since you are surrounded by people whose values—by construction—

you share. And, speaking as an American living in Rome, the essential nature of being an

outsider is the constant reminder that the people around you have different values than your

own.

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The list of values was constructed to be broad enough to minimize the risk of demand

effect. So, for instance, values such as honesty that had no direct behavioral prescription

were included on the list. At the same time, the list of values was narrow enough to include

values that were likely to be central to many subjects’ identities. For example, self-discipline

and responsibility were included. The full list of values, as well as the frequency with which

each value was selected, can be found in Table 10.

3.2 The Game-Playing Phase

In each round of the game-playing phase, subjects were randomly and anonymously paired

with a co-player, with whom they played two standard experimental games, detailed below.

In each round of each game, a player had one of two roles—employer or employee. In the

first round of each game, roles were randomly-assigned. In each subsequent round, roles

alternated. Since there were four rounds of each game played, each subject played each role

exactly twice for each game.

Random and anonymous pairings were used to minimize any repeated game effects such

as learning. To further minimize repeated game effects, subjects were never informed of the

outcome of any round of either game. Earnings were determined by randomly selecting one

round of each game, and paying subjects according to their decisions in that round.

3.2.1 Moral Hazard Game

Subjects first played a simple moral hazard game (MH). In MH, one employer is matched

with one employee. The employer has a project whose success depends on the effort of

her employee. If the employee exerts effort, the project has positive expected value, but

if the employee does not exert effort the project has zero value. Effort is costly to the

employee and unobservable to the employer. The outcome of the project is observable to

the employer, so that the employer can provide a pecuniary incentive to exert effort through

an outcome-contingent wage schedule.

The specific parameters of MH were as follows. The project was worth nothing if it

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failed, and ten dollars if it succeeded. The probability of success depended solely on the

employee’s effort choice: the project succeeded with probability 34 if the employee exerted

effort, and failed with certainty otherwise. Exerting effort cost the employee one dollar.

Finally, there was limited liability, so that the least an employees could not make negative

earnings.

Each round of MH proceeded in the following manner: first, an employer and an employee

were randomly and anonymously paired. The employer moved first by announcing how much

the employee would be paid in the event of a success, 0 ≤ w ≤ 10. In the event of a failure,

it was common knowledge that the employee’s wage was fixed at zero. Next, the employee

observed w, and decided whether to exert effort. Finally, the outcome—success or failure—

was realized, which determined the employer’s and the employee’s earnings and ended the

round. Potential payoffs are summarized in Table 1.

Given this payoff structure, it is in the pecuniary interest of the employer to entice his

or her employee into exerting effort. For any success wage other than 10, employee effort

strictly increases employers’ expected earnings. Similarly, it is in the pecuniary interest of the

employee to exert effort: for any success wage, exerting effort weakly increases an employee’s

expected earnings.. Thus, all pure strategy (purely selfish) subgame-perfect equilibria of MH

involve the employer setting a low success wage (0, 1 or 2), and the employee exerting effort

with certainty for all w > 1.6

3.2.2 Gift Exchange Game

The second game subjects played was a standard Gift Exchange Game (GEG). The GEG is

a two-player sequential game of perfect information. In this game, one employer is matched

with one employee. The employer moves first by setting a wage level, w ∈ {0, . . . , 10}. Next,6For the wages 0 and 1, an employee earns 0 irrespective of his or her effort decision because of limited

liability. Employees are therefore indifferent between exerting effort or not exerting effort for these wagelevels. So, for instance, one subgame-perfect equilibrium of MH is for the employee to exert effort withcertainty for all wages other than 0, and the employer to therefore offer a “success” wage of 1. Anothersubgame-perfect equilibrium features an employee putting in effort with certainty for every wage other than1, and the employer therefore offering a success wage of 0.

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the employee observes her wage and decides how much effort to exert, e ∈ {0.1, . . . , 1.0},

which determines earnings and ends the game. Higher effort levels are increasingly costly

to the employee, but, at the same time, beneficial to the employer. The employee’s cost of

effort function, c(e), is given in Table 2. For a given wage level and effort level the employer’s

earnings were (10−w)×e while the employee’s earnings were w−c(e). The earnings functions

as well as the cost of effort function were chosen to maintain comparability with the existing

experimental literature involving the GEG (cf. Fehr et al., 1993 or Charness et al., 2004.)

The strategic situation in GEG is exceedingly simple. All (purely selfish) subgame-

perfect equilibria of GEG feature the employee exerting the minimum possible effort, and,

consequently, the employer paying the minimum possible wage. On the other hand, to the

extent that reciprocity drives decision-making, we should expect wages and effort to be

positively correlated.7

In order to be able to observe subjects’ effort decisions at wage levels that were unlikely

to be offered, I used the strategy method in both GEG and MH to elicit employees’ actions.

That is to say, in GEG each employee was asked what level of effort they would exert for

each possible wage level. And in MH, each employee was asked whether or not they would

exert effort conditional on each possible wage level. The main concern with this approach

is that it could bias decision-making in favor of pecuniary interests as it likely mutes any

emotional content to decision. See Oxoby and McLeish (2004) and, Brandts and Charness

(2000) for a discussion of the relative merits of using this approach.

4 Results

4.1 The Data

All together, six sessions were conducted and 100 subjects participated. Three of these

sessions involved the OUT version of the experiment, while the remaining three sessions7An interesting feature of GEG that is not present in the closely-related “trust game” (Berg et al., 1995)

is that for high wage levels, reciprocity can be surplus-destroying. For instance, if the wage is 9, then themarginal unit of effort benefits the employer by only 0.1, but may cost the employee as much as 0.3.

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involved the INS version. All sessions were conducted in the X-lab facilities at the University

of California, Berkeley. The subjects in the experiments were recruited from students and

staff at the University of California, Berkeley. During the course of the experiment, each

subject participated in four rounds of the gift exchange game and four rounds of the moral

hazard game.8

Overall, 50 subjects participated in the INS version of the experiment and 50 subjects

participated in the OUT version. In total there are 200 observations for each game in the

data. Because the strategy method was used for “employees” in both games, each of these

200 observations includes a complete effort function for each employee in both GEG and

MH.

Kolmogorov-Smirnov tests failed to reject the null hypothesis that the distribution of

actions was the same in early rounds as in later rounds of either game. This is true for both

employers and employees, for both games, and both within treatments as well as across

treatments. Therefore, all reported results involve pooling observations over all rounds for

each game. There is also limited self-reported demographic information, including gender,

available for each subject. There was gender-based variation in the data, but none of these

patterns were by themselves significant. Accordingly, I control for gender patterns where

feasible but do not analyze them in depth.

4.2 Gift Exchange Game

Employers’ average wage offers in the gift exchange were around half of the maximum

possible, and these wage offers did not differ significantly across versions. On the employee

side, pooling both versions of the experiment, the average implemented effort level was

slightly less than half.9 Both of these figures are in line with previous experiments involving

the GEG (cf. Charness et al., 2004; Fehr et al., 1998). Summary statistics are presented in8The experiment was programmed and conducted with the software z-Tree (Fischbacher, 2007).9Here, employee effort includes only the outcomes for each game. That is to say, given the actual wage

offer, w, the employee effort level that enters into this calculation was the effort level an employee reportedthey were willing to exert conditional on the wage w.

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Table 3.

The main hypothesis of the experiment was that participants made to feel like insiders

would exhibit more reciprocity in terms of their effort-wage schedule. This hypothesis was

confirmed. Defining reciprocity as the difference between effort provision for the highest pos-

sible wage level and the lowest possible wage level, employees in the INS sessions had more

reciprocal wage schedules than employees in the OUT sessions (5.87 versus 4.50, respec-

tively). Controlling for gender effects, the difference in reciprocity is statistically significant

(Table 4). Comparing employees’ willingness to exert effort for each possible wage level (Ta-

ble 5), low wages induced less effort from INS employees than from OUT employees, while

the opposite was true for high wages. Restricting attention to actual observed outcomes,

the average implemented effort level in INS was about 10 percent higher than in OUT (4.43

versus 4.07, respectively).10

4.3 Moral Hazard Game

In the moral hazard game, both low and high wages have “nice” interpretations. Low wages

could be interpreted as indicative of employers placing a high level of trust in employees,

while high wages could be interpreted as altruistic surplus sharing. The implication of this

is that if making employees feel like insiders increases reciprocity, then we might expect

employees in the INS version of the experiment to be more likely to exert effort for low

wages and for high wages than their OUT counterparts.

The data support this hypothesis. Considering, first, employees’ entire strategy vectors,

for every possible success wage INS employees were more willing to exert effort (Table 1).

Estimating a logit discrete choice model for employees’ effort choices, and controlling for

gender effects, the difference in effort provision across versions is significant (Table 7). Shift-

ing attention from employees’ hypothetical effort provision to actual outcomes, estimating

a logit model of effort choice with a dummy for experiment version and controlling for both10This last comparison takes into account only the observed outcome of each interaction—i.e., the effort

level implied by the employers’ actual wage offers.

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success wage and gender, INS employees were again significantly more likely to exert ef-

fort than their OUT counterparts (Table 8, p < 0.01).11 Furthermore, the increased effort

propensity in observed outcomes was not driven by the generosity of employers. Perhaps

anticipating the patterns in effort propensity, employers in the INS version of the experiment

offered lower “success wages” on average: 4.18 and 4.43, out of a possible 10, respectively.

5 Explanations

5.1 Identity

The data are broadly consistent with a social identity view of effort provision. Given the

different interpretations of what constituted a “nice” wage versus a “nasty” wage in GEG as

well as MH, creating a feeling of being an insider led to increased reciprocity in both games.

To illustrate the mechanics of this explanation, let us first focus on the gift exchange

game. Toward this end, consider a simple Akerlof and Kranton-style two-person utility

model used in Butler (2008):

Uj(aj , ai) = u(aj , ai)− αj [aj − aIdealcj (ai)]2 (1)

In words, the rate at which person j is willing to trade utility gains stemming from stan-

dard economic incentives–u(aj , ai)–against utility losses caused by falling short of her ideal—

aIdealcj (ai)—is measured by αj . Person j’s ideal is the action prescribed by her identity–cj–

given her co-player’s action, ai. The letter c is used since social identities can also be thought

as social categories. Previous experimental evidence suggests that the effect of creating a

shared social identity is to increase situational norm concerns. Here, this can be thought of

as increasing αj . Since, to a large extent, the norm governing employee behavior in the gift

exchange game is reciprocity, increasing αj has the effect of increasing reciprocity.11Robust standard errors were clustered at the session level to account for within-session dependence of

observations. The estimate is also significant using an analogous probit model (not reported), providing apartial robustness with respect to assumptions about the error distribution.

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Somewhat more formally, in the gift exchange game employers set a fixed wage, w.

Employees then choose how much effort to exert, e. For simplicity, suppose wage and effort

share the same units and scale: 0 ≤ w, e ≤W . For concreteness, suppose the increasing and

convex cost of effort function is given by c(e) = e2, and that agent j’s ideal effort function

incorporates reciprocity as simply as possible: eIdeal(w) = w. Finally, suppose that worker

j is risk neutral in money, so that the economic utility component of j’s overall utility is

simply j’s monetary earnings:

uj(w, e) = w − c(e)

Plugging these assumptions into (1) yields:

Uj(w, e) = w − e2 − αj(e− w)2

Maximizing this function over e yields the optimal (interior) effort level function, e∗

e∗ =αj

1 + αjw

From this last equation it is clear that a higher αj implies an optimal effort level function

that is steeper in w. That is to say, reciprocity is increasing in αj . The patterns in the

data with respect to the gift exchange game are consistent with the notion that creating the

feeling of being an insider increased the decision weight, αj , given to norm concerns.

Increased norm-concern also explains the results in the moral hazard game. Assuming

that at least some workers interpreted low wages as “nice,” because, e.g, they signal a high

level of trust on the part of the employer, and therefore deserving of positive reciprocity, we

would expect more effort provision for low wages in worker j’s ideal effort function, eIdeal(w).

Increasing the weight, αj , that worker j puts on normative concerns will therefore increase

effort provision for these low wages–as was observed.

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5.2 Distributional Preferences

The main potential alternative explanation for the patterns in the data, and the most widely-

cited models of other-regarding behavior, is distributional preferences. In distributional pref-

erences models preferences are defined over the distribution of money, or surplus, associated

with each possible game-outcome rather than solely in terms of own-payoffs. However, the

data in the current experiment are difficult to explain with distributional preferences alone.

Some popular forms of distributional preferences can be ruled out because they make

particularly strong predictions. For instance, consider a simple two-player inequality aversion

model (Fehr and Schmidt, 1999) where employee j’s preferences are a weighted average of

money earnings, xj , and disutility from inequality |xj − xi|.

Uj = xj − αj |xj − xi|

Plugging in the specific payoff functions used in the gift exchange game, inequality aver-

sion predicts that effort is weakly decreasing for wages above 5. This is so because employers’

earnings are (10−w)×e, meaning that a fixed amount of inequality reduction is more costly

at higher wages.12 However, almost all employees in the data increased their effort as wages

increased both above and below a wage of 5. Nor can the distributional preferences expla-

nation for behavior in the gift exchange game be rescued by adding preferences for surplus

maximization, as in Charness and Rabin (2002), since the cost of increasing surplus also

increases in wage.13

Finally, one might think that augmenting distributional preferences with reciprocity

could explain the current data. Putting aside particular models of distributional preferences,

the patterns in surplus distribution in the gift exchange game are not consistent with even12To see this, notice that for xj > xi–i.e., outcomes consisting of advantageous inequality, which are the

only possible outcomes for wages above 5–maximizing utility for a fixed wage w and fixed αj consists ofexerting effort whenever c′(e) < αj

1−αj(10− w). Thus, higher wages impose a more restrictive threshold for

exerting effort.13A similar calculation as in the previous footnote shows that either adding surplus maximizing indirectly

by putting a positive weight on co-players payoffs, or directly by adding a separate term incorporating aweight on total surplus, β[(10− w)e+ (w − c(e))], does not change the predicted decreasing effort pattern.

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the spirit of reciprocity defined with respect to surplus distribution. To demonstrate this, I

used employees’ average effort functions across versions of the experiment to calculate the

average share of total surplus employees demanded for each wage level. I also computed

the maximum possible and minimum possible employee surplus for each wage level. What

these calculations show is that the share of surplus employees demanded was increasing

in wage when it did not have to be. Thus, from a distributional standpoint, “nicer” wages

resulted in lower surplus shares for employers in both versions of the experiment. This seems

contradictory to rewarding employers–in a distributional sense–for being nice. Employees’

share of surplus by wage are presented in Table 9.14

6 Concluding Remarks

Making participants feel like insiders, or alternatively, outsiders, in an experimental setting

led to significant and predictable variation in reciprocal behavior. This variation in recip-

rocal behavior had economically relevant consequences in two basic and well-studied wage

environments. In moral hazard environment, an insider identity led to an increase in effort

provision that, in money terms, benefited both employers and employees. Inducing the feel-

ing of being an insider in a fixed wage environment made employee effort more sensitive to

wages.

These patterns have implications for how and when a firm will prefer to use identity as

a non-monetary incentive device. For example, because enhancing reciprocity may lead to

less effort provision when wages are low in a fixed wage environment, firms might rationally

purposely induce an outsider identity among low-fixed-wage employees.

In a moral hazard environment, however, where wages can be conditioned on outcomes

that vary stochastically with effort, identity reinforcement is pareto improving. In these

environments, it might well behoove firms to implement policies aimed at making their14To be as fair as possible to the distributional explanation, I dropped from my calculation any subject who

always put in the minimal possible effort since these minimal-effort employees will demonstrate increasingsurplus share simply because of the payoff structure of the game. There were 12 such subjects, with the vastmajority–eight–coming from the OUT version of the experiment.

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employees feel like insiders. This confirms the intuition present in Akerlof and Kranton

(2008), which focuses on a moral hazard environment.

Taken together, these patterns provide a novel explanation for the common practice of

creating salient dividing lines within firms. These divides are brought about by, for instance,

making low-level employees wear demeaning uniforms (think: hot dog on a stick), while

making high level employees wear more respectable uniforms (business suits). These divides

are also brought about and made salient through purposely-created and visible resource

differences such as more luxurious break rooms for management than for workers.

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References

George A. Akerlof. Labor contracts as partial gift exchange. Quarterly Journal of Economics,

97(4), 1982.

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Success Earnings Failure EarningsProb(Success) Employer Employee Employer Employee

EmployeeExerts Effort 0.75 10− w max{0, w − 1} 0 0Does not Exert Effort 0 0 0 0 0

1. The fact that employees cannot earn negative amounts reflects limited liability.

Table 1: Earnings in the Moral Hazard game.

Effort Level 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0Cost of Effort (Dollars) 0.0 0.1 0.2 0.4 0.6 0.8 1.0 1.2 1.5 1.8

Table 2: Employee’s Cost of Effort Function, Gift Exchange Game

Wage Level Effort Level Employer Earnings Employee Earnings

Mean 4.57 0.43 1.96 4.02Standard Error (0.166) (0.022) (0.117) (0.152)

10th percentile 1 0.1 0.50 1.0020th percentile 3 0.1 0.60 2.2030th percentile 4 0.1 0.80 3.2040th percentile 4 0.2 1.00 3.9050th percentile 5 0.4 1.60 4.2060th percentile 5 0.5 2.10 4.4070th percentile 5 0.6 2.50 4.8780th percentile 6 0.7 3.00 5.0090th percentile 7 1.0 4.0 6.59

N 200 200 200 200

Table 3: Gift Exchange Game, Summary Statistics

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Dependent Variable = Reciprocity

INS Male INS×Male Constant N R2

1.74∗∗ 1.24 -1.39 4.15∗∗∗ 200 0.04(0.552) (0.818) (0.847) (0.536)

1. Reciprocity is defined as an employee’s effort level conditionalon the highest possible wage, minus the employee’s effort levelconditional on the lowest possible wage.2. Robust standard errors in parentheses.3. ∗∗∗ = significant at 1 % level; ∗∗ = significant at 5 %4. Standard errors are clustered by session (6 clusters).

Table 4: Reciprocity Differences in GEG, Across Versions

Wage0 1 2 3 4 5 6 7 8 9 10

VersionINS 1.43 1.77 2.30 2.86 3.59 4.60 5.40 6.01 6.40 6.89 7.30

(0.182) (0.180) (0.210) (0.218) (0.235) (0.261) (0.284) (0.297) (0.306) (0.316) (0.328)

OUT 1.69 2.00 2.45 2.94 3.57 4.44 5.04 5.32 5.62 5.96 6.19(0.215) (0.214) (0.225) (0.249) (0.266) (0.289) (0.304) (0.313) (0.333) (0.350) (0.364)

1. Standard errors in parentheses.2. Data are from employees’ entire strategy vectors, so there are 200 observations for each wage level.

Table 5: Effort Level in GEG, by Wage and Across Versions

Success Wage0 1 2 3 4 5 6 7 8 9 10

VersionINS 0.05 0.16 0.49 0.65 0.77 0.88 0.84 0.81 0.81 0.81 0.83

(0.022) (0.037) (0.050) (0.048) (0.042) (0.033) (0.037) (0.039) (0.039) (0.039) (0.038)

OUT 0.04 0.14 0.35 0.5 0.62 0.81 0.72 0.71 0.70 0.69 0.72(0.020) (0.035) (0.048) (0.050) (0.049) (0.039) (0.045) (0.046) (0.046) (0.046) (0.045)

1. Standard errors in parentheses.2. Data are from employees’ entire strategy vectors, so there are 200 observations for each wage level.

Table 6: Effort Propensity in MH, by Success Wage and Across Versions

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Dependent Variable = Employee’s Effort ChoiceWage INS INS× Male Male×Wage Male× Male× Const. N R2

Wage INS INS×Wage

0.28∗∗∗ -0.33 0.17∗∗∗ -0.51 0.21 3.26∗∗∗ -0.67∗∗ -0.91∗∗∗ 1100 0.178(0.040) (0.275) (0.057) (1.164) (0.216) (1.261) (0.319) (-0.910)

1. Robust standard errors, clustered at the session level, in paretheses.2. ∗∗∗ = significant at 1 percent level; ∗∗ = significant at 5 percent level.3. Estimates include employees’ entire strategy vectors, implying 1100 observations total.

Table 7: Employees’ Hypothetical Propensity to Exert Effort, MH, Logit Model

Dependent Variable = Employees’ Actual Effort ChoicesWage INS Male Const. N R2

0.38∗∗∗ 0.53∗∗ 0.26 -1.54∗∗∗ 200 0.106(0.150) (0.117) (0.422) (0.576)

1. Robust standard errors, clustered at the session level, in paretheses.2. ∗∗∗ = significant at 1 percent level; ∗∗ = significant at 5 percent level.3. Estimates include only observed outcomes, implying 200 observations total.

Table 8: Employees’ Actual Propensity to Exert Effort, MH, Logit Model

Imputed Average Employee Share of SurplusMin Possible OUT Version INS Version Max Possible

Wage0 0 0 0 01 0 0.4 0.43 0.532 0.02 0.52 0.55 0.713 0.15 0.58 0.60 0.814 0.27 0.62 0.64 0.875 0.39 0.65 0.66 0.916 0.51 0.70 0.70 0.947 0.63 0.77 0.76 0.968 0.76 0.84 0.83 0.989 0.88 0.92 0.91 0.9910 1 1 1 1

Table 9: GEG, employees’ hypothetical average surplus shares, by wage

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Subjects’ Ages

HIS LIS

Age Female Male Female Male

17 1 0 0 018 3 1 2 219 7 3 4 420 5 4 5 721 12 4 7 622 3 4 4 223 0 1 0 224 1 0 1 025 1 0 0 027 0 0 1 029 0 0 0 130 0 0 1 056 0 0 1 0

Total 33 17 26 24

Table 10: Subjects’ Ages, frequency by gender and version

Subjects’ Most and Least Important Values

Most Important (HIS) Least Important (LIS)

Value Female Male Overall Female Male Overall

Self-discipline 0 1 1 4 2 6Responsibility 6 2 8 0 0 0Full potential 11 7 18 2 0 2Self-sufficiency 2 0 2 0 1 1Living in moment 3 2 5 11 11 22Working Hard 0 0 0 0 1 1Dependability 2 0 2 5 2 7Helping others 4 4 8 2 1 3Helping your own people 1 0 1 2 4 6Honesty 4 1 5 0 2 2

Total 33 17 50 26 24 50

Table 11: Subjects’ Values, frequency by gender and version

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