Gamble for the needy! Does identifiability enhances donation?
To investigate how neediness and identifiability of a recipient influence the willingness of a donor to invest resources in charity-like lotteries we propose a new game, called 'need game'. Similar to the dictator game, the need game includes two players, one active player (the donor or di...
Main Authors: | , , |
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Format: | Article |
Language: | English |
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Public Library of Science (PLoS)
2020-01-01
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Series: | PLoS ONE |
Online Access: | https://doi.org/10.1371/journal.pone.0234336 |
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author | Marc Wyszynski Adele Diederich Ilana Ritov |
author_facet | Marc Wyszynski Adele Diederich Ilana Ritov |
author_sort | Marc Wyszynski |
collection | DOAJ |
description | To investigate how neediness and identifiability of a recipient influence the willingness of a donor to invest resources in charity-like lotteries we propose a new game, called 'need game'. Similar to the dictator game, the need game includes two players, one active player (the donor or dictator) and one passive player (the recipient). Both players require a minimum need (ND and NR), expressed in terms of points. The donor is endowed with KD points and must retain at least ND points, i.e., the need, with ND < KD, at the end of the game with n rounds. The recipient starts with KR points and must end the game with at least NR points, i.e., the need, with KR < NR < KD. The donor is asked to choose one of three different amounts from KD to place a bet on a lottery. If won, the gain is added to the endowment. If lost, the recipient receives the points. The recipient is paid only when his/her need threshold is obtained; likewise the donor gets paid only when his/her need threshold is maintained. The main focus here is on need of both players (ND = NR = 2, 200, and ND = NR = 0 serving as baseline control) and the identifiability of the recipient (no information, described by text and picture, and physical presence). We probe whether the amount invested by the donor depends on need and identifiability of the recipient. In addition, we include the framing of the game as gain or loss, different probabilities to win/lose, and different time limits as covariates. We found that each of these factors can play a role when investing in charity-like lotteries. |
first_indexed | 2024-12-21T03:22:03Z |
format | Article |
id | doaj.art-68c44fe437d94252835647fe272252d2 |
institution | Directory Open Access Journal |
issn | 1932-6203 |
language | English |
last_indexed | 2024-12-21T03:22:03Z |
publishDate | 2020-01-01 |
publisher | Public Library of Science (PLoS) |
record_format | Article |
series | PLoS ONE |
spelling | doaj.art-68c44fe437d94252835647fe272252d22022-12-21T19:17:40ZengPublic Library of Science (PLoS)PLoS ONE1932-62032020-01-01156e023433610.1371/journal.pone.0234336Gamble for the needy! Does identifiability enhances donation?Marc WyszynskiAdele DiederichIlana RitovTo investigate how neediness and identifiability of a recipient influence the willingness of a donor to invest resources in charity-like lotteries we propose a new game, called 'need game'. Similar to the dictator game, the need game includes two players, one active player (the donor or dictator) and one passive player (the recipient). Both players require a minimum need (ND and NR), expressed in terms of points. The donor is endowed with KD points and must retain at least ND points, i.e., the need, with ND < KD, at the end of the game with n rounds. The recipient starts with KR points and must end the game with at least NR points, i.e., the need, with KR < NR < KD. The donor is asked to choose one of three different amounts from KD to place a bet on a lottery. If won, the gain is added to the endowment. If lost, the recipient receives the points. The recipient is paid only when his/her need threshold is obtained; likewise the donor gets paid only when his/her need threshold is maintained. The main focus here is on need of both players (ND = NR = 2, 200, and ND = NR = 0 serving as baseline control) and the identifiability of the recipient (no information, described by text and picture, and physical presence). We probe whether the amount invested by the donor depends on need and identifiability of the recipient. In addition, we include the framing of the game as gain or loss, different probabilities to win/lose, and different time limits as covariates. We found that each of these factors can play a role when investing in charity-like lotteries.https://doi.org/10.1371/journal.pone.0234336 |
spellingShingle | Marc Wyszynski Adele Diederich Ilana Ritov Gamble for the needy! Does identifiability enhances donation? PLoS ONE |
title | Gamble for the needy! Does identifiability enhances donation? |
title_full | Gamble for the needy! Does identifiability enhances donation? |
title_fullStr | Gamble for the needy! Does identifiability enhances donation? |
title_full_unstemmed | Gamble for the needy! Does identifiability enhances donation? |
title_short | Gamble for the needy! Does identifiability enhances donation? |
title_sort | gamble for the needy does identifiability enhances donation |
url | https://doi.org/10.1371/journal.pone.0234336 |
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