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Thinking and Deciding

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SOLUTIONS TO SOCIAL DILEMMAS 465<br />

each if both defected, <strong>and</strong> thirty-five <strong>and</strong> five, respectively, if one player defected<br />

<strong>and</strong> the other cooperated. In a voting condition, subjects played the same game in<br />

two groups of five. If a majority voted to cooperate, then everyone in the group was<br />

counted as making a cooperative response, <strong>and</strong> likewise for defection. Subjects were<br />

more likely to vote cooperatively in the voting condition than they were to cooperate<br />

in the prisoner’s dilemma: cooperation declined essentially to zero in the dilemma<br />

condition, over the course of twenty-five games, while it remained at about 20% in<br />

the voting condition even at the end of the series of games.<br />

One explanation of this result is that voting is low-cost. In the prisoner’s dilemma<br />

condition, you gain ten points by defecting, regardless of what the other player does.<br />

In the voting condition, the benefit of voting against cooperation depends on the<br />

probability that your vote is critical, which is probably less than .5 (<strong>and</strong> is probably<br />

perceived as low). The benefit of cooperating for others is also diluted in the<br />

same way. A “weighted utilitarian,” who followed utilitarianism except for giving<br />

himself a constant extra weight, would not behave differently in PD <strong>and</strong> DD. But<br />

the expressive value of doing the right thing may be less dependent on its expected<br />

consequences (Margolis, 1982).<br />

Unfairness<br />

Attempts to change the rules may also be affected by the perception of unfairness,<br />

that is, by large differences in the amounts that players contribute. Samuelson, Messick,<br />

Rutte, <strong>and</strong> Wilke (1984) studied the effects of departures from fairness in a<br />

laboratory game. Six subjects sat at six different computer terminals <strong>and</strong> watched<br />

displays showing the changing levels of a common resource pool. At the outset the<br />

pool contained 300 units. On each trial, each player could take up to thirty units for<br />

himself. After all players had taken what they wanted, a variable number of units<br />

(about thirty) was added to the pool. (The units were worth real money.) Each subject<br />

saw on the display the amounts that the other players took <strong>and</strong> the new level of<br />

the pool after all players had consumed what they wanted. Subjects knew that if the<br />

pool ran out, the experiment was over. Subjects were told both to try to get as many<br />

points as possible <strong>and</strong> to make the resource pool last as long as possible.<br />

In fact, the display was manipulated by the experimenter so that each subject<br />

“saw” the other subjects behave in different ways. In some conditions, the other<br />

subjects appeared to behave more or less the same way, leading to the appearance<br />

of fairness. In other conditions, the subjects’ behavior differed drastically. Some<br />

behaved like absolute pigs, <strong>and</strong> others were quite modest in their dem<strong>and</strong>s. The<br />

average change in the size of the pool was also manipulated so as to make the pool<br />

appear to increase, decrease, or stay about the same in size.<br />

Subjects were more likely to take more for themselves when there appeared to<br />

be no danger of the pool’s running out; when there was danger, subjects moderated<br />

their dem<strong>and</strong>s, even if their dem<strong>and</strong>s had been minimal throughout. Subjects were<br />

also asked whether they would like to elect a leader to apportion the resources for

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