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Interactions among participants took place in a controlled setting where it was possible to observe how incentives, institutions, and norms may affect behavior, and the experiments were conducted in a manner that allowed measurement of how the degree of group heterogeneity affects individual decisions and group outcomes. The design follows the approach shown in Figure 7.3, which proposes a series of relationships among the key explanatory factors of collective action.[4] In this framework the working hypothesis is that exclusion may affect trust and prosocial behaviors such as group formation and collective action in various ways, according to the relationships in Figures 7.1 and 7.2. Exclusion may negatively affect trust and voluntary contributions to a group project, as it reduces the availability of information about past actions and implies more asymmetric interests among players. Exclusion also reduces the sense of belonging to a group-oriented activity and therefore can affect voluntary contributions and group formation. In-group/out-group effects have additionally been reported (Marwell and Ames, 1979; Ostrom, 1998) as key factors in explaining collective action in groups.
The experiments provide key information about individual behavior and group outcomes regarding the possibilities for and limitations of collective action in groups, as well as clues regarding individuals’ motivations and limitations in making decisions that may solve collective action problems. Ultimately, the results help to provide an understanding of how social heterogeneity and social exclusion affect possibilities for actions that create greater benefits to groups. The experimental design was based on four activities (A.1–A.4) in which participants made individual decisions that had economic outcomes for themselves and for the others in their group.[5] Participants were informed before the first activity began that they would receive a payment based on the outcome of one of the activities (randomly selected by the experimenter). The four activities were undertaken in a session of two to three hours. The sequence of activities was as follows: • Experiment 1 (Trust Game): In this game all participants in each session were randomly assigned to pairs, half of the participants assuming the role of player 1 and the other half player 2. The two groups of players were located in different rooms. Identities were never revealed, but each player was given information about demographic characteristics of the other player in his or her pair: age, gender, education, and an indication of socioeconomic level of the neighborhood (high, medium, or low) where the player lived.[6] Both players received an endowment, and player 1 was then asked to decide how much of this endowment to send to player 2. The amount sent was then tripled on its way from player 1 to player 2. In the other room, player 2 was asked to decide the amount to be returned to player 1 for each possible offer from player 1. Each player knew in full the rules governing the operation of the game before being asked to make his or her allocation decisions. Immediately before making his or her decision, each of the players was asked to predict the decision that would be made by the other player. After both players had made their decision, the choice of player 1 was matched with the corresponding response for that amount by player 2, determining the outcome of the game. This experimental game permits the measurement of the extent to which an individual trusts another person of similar or different socioeconomic characteristics, and whether the actions and characteristics of that individual affect the response of his or her partner in the game. In short, the game measures trust and reciprocity. Higher offers by the first individual are interpreted as signals of trust, and higher returns from the second individual are taken as signals of reciprocity. The game-theoretical prediction for this game is that player 1 will send an offer of zero, as there is no assurance that player 2 will return any amount. Replications of this game around the world have shown that people on average send half of the initial endowment to player 2, and that the returns from player 2 to player 1 generate a net positive return for player 1 of about 10–20 percent over what was originally sent. • Experiment 2 (Voluntary Contributions Mechanism): In a second experiment, participants gathered in a single room and participated in a voluntary contributions mechanism (VCM) or public goods game. Each player was given a token that could be kept or invested in a group project. If a player kept the token, he or she earned an amount (e.g., $10). If the player invested the token in the group project (i.e., if he or she was a “cooperator”), his or her token and the rest of tokens in the group account each yielded a return of $1 to every participant in the group. A player who kept the token also received $1 times the number of tokens in the group account. Before they made their individual (private) decision whether to contribute to the group, the monitor announced orally and wrote on a board the gender, age, education, and socioeconomic composition (i.e., the number of individuals from high, medium, and low socioeconomic neighborhoods) of the group. Also, in order to capture expectations, the monitor requested that every participant write his or her prediction about the fraction of group members who would be cooperators. The public goods or VCM experiment captures a similar dimension of trust, though in this case regarding a group instead of an individual, by measuring willingness to contribute a token to a public good and provide benefits to all group members. The decision to contribute to the group increases the benefits for all, but not contributing will always yield greater individual payments and thus provide an incentive to free-ride. Full cooperation yields greater payments to everyone than if full free-riding occurs, and the gains from cooperation increase with the number of players. A key element of the game is that no player knows in advance how many of the group members will contribute. The players know only general socioeconomic characteristics of the other players before making the decision. • Experiment 3 (Three Risk Games): Each player individually made decisions in three games measuring individual attitudes in regard to risk, ambiguity, and losses. The individual risk games are based on three components of risk behavior. These three games allow a distinguishing of risk attitudes in terms of risk aversion, ambiguity aversion, and loss aversion. The first game measures risk aversion, based on known probabilities and known outcomes for six 50/50 lotteries. Choosing lotteries with lower payments can be interpreted as greater risk aversion. The second game measures risk ambiguity, and the third, loss aversion. The purpose of this activity is to generate measures of risk behavior in order to link them with trust and cooperative behavior. • Experiment 4 (Risk Pooling): Each player was given the opportunity to choose whether to form a group (i.e., a “subgroup” of the group participating in the session) to share equally the gains from another risk aversion game or to play the risk aversion game individually. Once players decided whether to form the group or not, the total number of people forming the group was announced, and the players then made their decisions in their individual risk game. This game measures individuals’ willingness to join a group and to accept an even distribution of payments after choosing again a lottery like those available in the first of the individual risk games. As in the VCM game, the purpose of this game is to determine whether an individual will base his or her decision to join a group on the potential socioeconomic composition of the group (in this case, based on the socioeconomic composition of the group in the session). Again, players were not allowed to communicate with one another and were given only basic information about the composition of the session group (age, education, gender, and socioeconomic composition). It should be noted that in this game the most profitable group outcome would occur when all players joined the group and chose higher-risk lotteries (at 50 percent chance of the high payment, the expected value should yield greater payments to everyone in the group). At the end of the last activity the monitor randomly selected one of the activities to be paid, and while one monitor calculated individual earnings and privately called upon each participant to distribute them, the remaining monitors interviewed each participant, filling out an individual survey with detailed information about socioeconomic characteristics and attitudes, beliefs, and preferences in regard to various dimensions of social exclusion. BASIC SOCIOECONOMIC CHARACTERISTICS Before turning to the experimental results, it is worthwhile to consider participants’ answers to the questions on attitudes, beliefs, and preferences in regard to trust, collective action, and exclusion that they were asked after the completion of the experimental activities. The participants in the six cities of the project reported low levels of participation in organized groups (Figure 7.4). Cultural and athletic organizations accounted for the group participation of the largest number of participants, followed by religious groups; only about one out of seven individuals, however, reported participating in one of these types of organizations. Interestingly, state-sponsored and ethnic organizations had the lowest participant-reported participation rates among the choices. After the question regarding group participation, participants were asked to agree or disagree with a series of statements regarding the scope and scale of the welfare state. Figures 7.5a and 7.5b show the results, separating positive from negative statements about the welfare state. In general, the positive statements that met with the most agreement involved equality of opportunities, lack of discrimination, and collective welfare. Statements proposing higher tax collection for redistributive purposes met with the least agreement among the positive statements. Participants were additionally surveyed in regard to unmet financial or career desires (Figure 7.6). The most common unmet desire was buying a house, cited by one in three participants. Other important unmet desires were obtaining a bank loan, studying, and working, cited by one in every four participants. Participants’ perceptions of rights reveal areas of both frustration and satisfaction (Figures 7.7a and 7.7b). When participants were asked to identify areas in which they believed their rights had been violated, the top three choices from a list of twenty items were the opportunity to have a decent job, freedom of opinion, and justice and equal treatment under the law. The least cited areas were voting rights, freedom from torture, freedom of association, and the right to run for public office. As a matter of fact, almost 80 percent of participants reported having voted in their country’s most recent presidential election. When participants were asked why they believed their rights had not been respected on at least one occasion in the preceding five years (Figure 7.8), the most frequently cited reasons were lack of connections, lack of money, and age. These results are consistent with those found in other opinion surveys of the region (e.g., Latinobarometer). Regardless of their own situations, participants expressed a significant level of agreement on what groups in society are most vulnerable (Figure 7.9). Two-thirds of those surveyed cited the elderly as the most vulnerable social group. Approximately one-third of respondents viewed children as the most vulnerable group. Finally, the participant survey explored the notion of social distance and perceived causes of social conflict (Figure 7.10). Political differences, cited by almost half of respondents, represented the leading perceived cause of conflict. Approximately one-third of respondents cited differences in income and level of education as a cause of conflicts. LESSONS LEARNED FROM THE EXPERIMENTS The following sections describe the most relevant and robust results that emerged from the group-level and individual data generated by the experiments described in this chapter.[8] Finding 1: Latin Americans Are Willing to Trust and Cooperate Consistent with previous observed experimental behavior, the game-theoretical prediction that people in the trust game would not send any amount as either player 1 or player 2 is rejected. Only 12 percent of the observed decisions made by the individuals who participated as player 1 involved sending player 2 nothing. The average offer was 44 percent of the initial endowment, and the median offer (made in 32 percent of the decisions) was 50 percent of the initial endowment. Although social efficiency is maximized when player 1 sends player 2 the entire endowment, letting player 2 decide the allocation of the tripled amount, this occurred in only 9 percent of the cases. An additional 15 percent of participants sent 75 percent of the initial endowment. With respect to players 2, the experimental results also reject the prediction of selfish behavior; the results confirm that reciprocity is the major driver of the behavior of players 2. Only 14 percent of players 2 decided to keep the entire amount in their hands after player 1’s decision; half of these were those who offered a zero return to player 1 when player 1 had also offered them a zero amount. About 11 percent of players 2 did not return any amount to those players 1 who had sent them their entire endowment. Expectations of the other player’s behavior largely explain the amounts sent by player 1 and the reciprocal responses of player 2. Additionally, individuals’ behavior in other games works as a good predictor of behavior (i.e., more risk-loving individuals both made higher offers as players 1 and returned higher amounts as players 2). When demographic characteristics are analyzed, it is found that females sent slightly smaller amounts and also returned less than males, a result consistent with other findings in the economics literature. Education and socioeconomic status do not seem to explain variations in behavior of players 1, but players 2 of low socioeconomic status tended to return a smaller percentage of the amount received than did other players. It should further be noted that approximately one out of every four participants in the VCM game opted to contribute to the public good, which rejects the zero-contribution hypothesis in this game as well. Individuals did, in fact, cooperate, a finding consistent with other research. More interesting results emerge when the decision to contribute the token to the group account is explained as a function of game conditions, as well as of individual and group characteristics. First, behavior in this game was found to be consistent with behavior in other games. Decisions to cooperate in the trust game and in the risk-pooling game were significant predictors of the decision to cooperate in the VCM game. Similarly, expectations regarding trust and formation of groups largely explained cooperation in the public goods game. Socioeconomic characteristics do not seem to play important roles in the prediction of cooperation. Finding 2: Even Though Latin Americans Trust and Cooperate, Social Distances Limit the Extent of Trust and Cooperation A further important finding on the factors that drive trusting behavior on the part of trusting individuals in the first activity is that wider gaps in education between players 1 and players 2 were linked to reductions in the amounts sent from the former to the latter and in the percentages reciprocally returned. Figure 7.11 clearly illustrates the point, as the bars on both extremes (corresponding to large education gaps between players, either positive or negative) are shorter than those in the middle (corresponding to smaller education gaps). The result persists after individuals’ characteristics (economic and demographic) are controlled for. Figure 7.11 also presents the average foregone social welfare associated with each group of education gaps, measured as the percentage of the total endowments that a pair of players failed to earn as a result of less than complete trust. As the figure suggests, such foregone welfare is greater among pairs of players with larger schooling gaps. Similar results are obtained in the VCM and risk-pooling games. At the session level, another proxy variable for social heterogeneity, namely, the standard deviation of the years of education, shows negative correlations with the fraction of cooperators in a session, as illustrated in Figures 7.12 and 7.13. Finding 3: Lack of Trust and Cooperation Has Direct Consequences for the Collective Welfare Generated Although participants clearly displayed trust and cooperation in the experimental games, they did not do so to the maximum extent possible. Had participants performed at socially optimal levels, they would have increased their gains over actual results by 40 percent in the trust game, 71 percent in the VCM game, and 22 percent (in expected value) in the risk-pooling game. These percentages provide an idea of the magnitude of the social welfare that societies in the region fail to generate as a result of limitations on trust and willingness to cooperate. These limitations on socially optimal behavior could arise from many sources. Social distance (or specifically, differences in education), as noted above, represents one of these sources. In fact, that variable alone reduces the size of the resulting social welfare “pie” by approximately 9 percent of total wealth in the trust game, 15 percent in the VCM game, and 3 percent (in expected value) in the risk-pooling game. Finding 4: “Tit-for-Tat” Motivates Latin Americans to Trust and Cooperate In the trust game, players 1 expecting reciprocation made greater offers to players 2, and players 2 who expected greater offers were also willing to return greater amounts to players 1. In fact, players 2 were willing to allocate a return 2.5 times the size of 100 percent offers of initial endowments on the part of players 1. That return rate decreased with the amount sent by players 1. Finding 5: Expectations Are Largely Met Expectations about prosocial or group-oriented behavior have predictive power in explaining results. In both the trust and the VCM games, the participants were asked to predict the behavior of their peers in their sessions, based on demographic information about the groups’ composition. Only 10 percent of participants in the role of player 2 predicted that players 1 were going to send 0 percent of the initial endowment. Slightly more than 38 percent predicted they would be sent 50 percent, and 13 percent of players 2 predicted that player 1 would send them 100 percent of the initial endowment. The forecasts by players 2 proved remarkably accurate. On the other hand, participants in the VCM game predicted, on average, that 44 percent of players would contribute to the group account, and only 7 percent of participants predicted that no one would cooperate in the game. Participants were able to provide a rather accurate prediction of the actual rate of cooperation in the VCM game in their sessions and acted based on a reciprocal strategy. When players expected more people to cooperate in the game, they were more likely themselves to cooperate. Overall, the predicted fraction of cooperators could map the actual fraction of people contributing to the public good, as shown in Figure 7.14. Finding 6: Socialization, Trust, and Cooperation Are Remarkably Linked for Latin Americans During the last activity, the risk-pooling game, an average of 48 percent of players decided to join the income-pooling group, with participation rates in individual sessions ranging from 11 percent to 100 percent. More interestingly, the fraction of those willing to join the income-pooling group was highly correlated with the fraction of contributors to the group account in the VCM game, as shown in Figure 7.15. Although these games are designed to measure different dimensions of group-oriented behavior, both might be driven by similar motivations such as in-group or sense of belonging effects. On average, groups who showed greater levels of contribution also showed greater levels of group formation. An examination of trusting behavior by players 1 in the trust game shows that those who contributed to the group account in the VCM game sent on average 50 percent of their endowment in the trust game, while those who did not contribute sent only 48 percent. Likewise, those who joined the income-pooling group in the risk-pooling game sent offers in the trust game that were about 8 percent higher than the offers by those not joining the group. A similar pattern is confirmed for players 2 in the trust game. Those contributing in the VCM game returned about 8 percent more to their player 1 partners in the trust game, and those who joined the income-pooling group in the risk-pooling game returned almost 6 percent more to their player 1 partners. The results also suggest interesting differences in regard to the average behavior per city. Participants in Bogotá and Lima showed lower cooperative behavior compared to their counterparts in the other cities of the project. On the other hand, players in Caracas seemed to be, on average, more cooperative than players in the other cities, as shown in Figures 7.12 to 7.15. CONCLUSIONS The results from the series of experiments reported here provide new evidence on how group-oriented behavior can emerge among members of groups and what factors may help or constrain choices that benefit individuals and groups. Like those of previous research, the present results show that trust, cooperation, and group formation are highly correlated. Experimental groups with clearly favorable conditions for trusting others were also those whose members were willing to contribute to a public good or to form a group to share income from an uncertain lottery. Finally, expectations regarding the behavior of others were found to be powerful predictors of actual behavior. The findings on expectations are of crucial importance, for various reasons. First, if people can predict with some accuracy the behavior of those in the same room, based only on a short observation of those in the room and listening to very basic data about the demographics of the group, this means that individuals do pay attention and condition their group-oriented behavior to the immediate context and not only to individual traits of the group members. Secondly, expectations are key informants of economic decisions, and as such they can also misguide people towards behavior that is not group-beneficial, thus leading groups into traps or undesired equilibria. Education, used here as a proxy measure of socioeconomic status, helps to explain the trusting and cooperative behavior of Latin Americans for several reasons. First, education in itself was found to be associated with higher levels of risk aversion among participants, as well as higher levels of trust and trustworthiness. (It did not, however, increase participants’ likelihood of contributing in the VCM game.) On the other hand, groups with higher degrees of heterogeneity in education showed reduced cooperation and group formation. In the trust game, pairs in which players displayed greater differences in education (education gaps) were characterized by lower amounts sent from player 1 to player 2. Thus, educational attainment on the part of some individuals is not an unmitigated benefit for groups. On the one hand, education can help to develop the cognitive skills required to overcome the limitations of risk aversion and thus can in turn enhance trust. On the other hand, education confers status, and differences in educational level can increase group heterogeneity, social distance, and out-group effects, while diminishing a sense of belonging; these factors can in turn hinder collective action. Consequently, if gaps in education within a group become a source of social distance, they can create barriers to trust and cooperation. These differences in education, which were found to be linked to the cooperative and trusting behavior of Latin Americans, were in turn linked to possibilities for social welfare generation. Pairs of players with wider education gaps (in the trust game) and groups of players with higher heterogeneity in education (in the VCM and risk-pooling games) generated social outcomes that were smaller than those of their peers with smaller education discrepancies. From a policy perspective, the findings in this chapter are quite compelling. As extensive research in economics and related disciplines shows (e.g., Putnam, 1994; Fukuyama, 1995), cooperative behavior and group formation leading to social capital buildup and trust are beneficial to societies’ economic growth (Knack and Keefer, 1997). In this context, policymakers should not lose sight of the fact that inclusive policies will yield not only short-run benefits, but also long-term, more durable results. If anything, the key lesson of this chapter for policymakers is that inclusion policies are investment policies.
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