| Literature DB >> 34609219 |
Kathryn Buchanan1, Jonathan J Rolison1, Isadora Jinga1, Jessica Thompson1, Riccardo Russo1,2.
Abstract
The present research was motivated by a prior study, where several wallets, each containing a photo of either a baby, a puppy, a family, or an elderly couple, were scattered across a city in the United Kingdom. Most of the wallets containing a photo of a baby were returned compared with less than one-third of the wallets containing a photo of an elderly couple. To investigate further, in a series of three studies we examined, using a pseudo online version of the dictator game, possible subtle cues supporting prosocial behaviour by manipulating the type of avatar used by the recipient of the donation made by the "dictator." Overall, it emerged that participants showed significantly higher levels of generosity towards babies and older people, supporting the notion that perceptions of vulnerability and need drive prosocial behaviour.Entities:
Keywords: Generosity; avatar images; prosocial behaviour
Mesh:
Year: 2021 PMID: 34609219 PMCID: PMC8793313 DOI: 10.1177/17470218211050359
Source DB: PubMed Journal: Q J Exp Psychol (Hove) ISSN: 1747-0218 Impact factor: 2.143
Figure 1.Example of presentation format of the dictator game.
Monetary allocations to “other players” in the dictator game in Studies 1 to 3.
| Avatar category | Study 1 | Study 2 | Study 3 | |||
|---|---|---|---|---|---|---|
|
|
|
| ||||
| Babies (regular) | 4.45 | 2.68 | 5.09 | 2.66 | 4.19 | 2.80 |
| Older people (regular) | 4.59 | 2.63 | 5.22 | 2.38 | 4.10 | 2.60 |
| Adults (regular) | – | – | 3.56 | 2.21 | 3.37 | 2.38 |
| Inanimate objects | 2.82 | 2.07 | – | – | – | – |
| Baby animals | 3.76 | 2.62 | – | – | – | – |
| Attractive adults | – | – | 3.49 | 2.31 | 3.43 | 2.51 |
| Vulnerable babies | – | – | 5.90 | 2.96 | 4.59 | 3.05 |
| Vulnerable older people | – | – | 5.25 | 2.83 | 4.10 | 2.75 |
| Vulnerable adults | – | – | 5.07 | 2.68 | 3.96 | 2.68 |
SD: standard deviation.
Study 1: N = 168; Study 2: N = 100; Study 3: N = 177.
Correlations between the social desirability scale and monetary allocation to other players in the dictator game.
| Avatar category | Study 2 | Study 3 |
|---|---|---|
| Babies (regular) | −.03 | .04 |
| Older people (regular) | .11 | .06 |
| Adults (regular) | .18 | −.01 |
| Attractive adults | .21* | −.00 |
| Vulnerable babies | .11 | .10 |
| Vulnerable older people | .08 | .08 |
| Vulnerable adults | .05 | .10 |
Study 2: N = 100; Study 3: N = 177. *p < .05.
Ratings of the avatar characteristics and associations with the amount of money allocated to the avatar categories in the dictator game: Study 3.
| Study | Avatar characteristic |
|
| Pearson’s | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Overall generosity | Vulnerable babies | Vulnerable older people | Vulnerable adults | Babies | Older people | Adults | Attractive adults | ||||
| 3 | Vulnerable | 4.01 | 2.21 | .27 | .45 | .35 | .36 | .27 | .31 | −.05 | −.04 |
| Cute | 3.36 | 2.13 | .14 | .07 | −.001 | −.009 | .31 | .13 | .12 | .22 | |
| Sad | 3.35 | 2.04 | .22 | .37 | .32 | .32 | .22 | .27 | −.09 | −.10 | |
| Happy | 2.90 | 1.85 | .13 | .03 | .05 | .00 | .21 | .13 | .20 | .22 | |
| Average looking | 2.89 | 1.72 | .11 | .05 | .07 | .02 | .17 | .10 | .15 | .17 | |
| Attractive | 2.74 | 1.90 | .06 | −.09 | −.05 | −.09 | .11 | .05 | 20 | .28 | |
| Similar to me | 2.73 | 1.75 | .11 | .01 | .05 | .00 | .16 | .12 | .17 | .18 | |
SD: standard deviation.
p < .05; **p < .01; Study 3: N = 177; Participants used a 7-point scale ranging from 1 (strongly disagree) to 7 (strongly agree) to indicate the extent to which they gave more money when they felt the avatars had each of the listed characteristics.
Thematic analysis of participants explanations of who they decided to allocate funds to during the dictator game in Study 3.
| Theme | Illustrative quotes |
|---|---|
| Perceived need (44%) | ID 153: “I based it on their appearance and how much I thought they would need it” |
| Equality or mostly equality (35%, respectively 28% and 6%) | ID 15: “Fairness. US$5 for me and US$5 for the other player” |
| Attractiveness (11%) | ID 12: “How attractive or how much I liked a person” |
| Selfishness (10%) | ID 1: “I wanted to keep all of the money” |
| Random allocation (5%) | ID 126: “I chose randomly” |
| Gut instinct (3%) | ID 9: “I wouldn’t say I had any concrete rules, just went with my gut feeling” |
| Reactionary (2%) | ID 76: “I tended to give a little less to those who chose an avatar that seemed to be manipulative to me like a super cute baby, very attractive adult, or disabled or sick person and perhaps a little more to those who chose a more ordinary person.” |
| Similar to me (1%) | ID 47: “I decided to give them money if they were similar to me based upon if I’d choose that avatar or not” |
Percentages provide an indication of the frequency of each theme within the data but will not add up to 100 as participants’ responses sometimes contained multiple themes.