Experimental Design Details
Eliciting Social Preferences
To elicit social preferences, a standard dictator game will be used (Hoffman et al. 1994). Subjects will receive a $10 endowment, and be asked to split it between themselves and an anonymous recipient. The action set will consist of any split from $0 to $10, in $1 increments, resulting in an action set of 11 choices total. All subjects will make a decision in the role of dictator. To incentivize this task, subjects will be randomly paired and assigned to roles at the end of the session. The decision made by the assigned dictator will be implemented, and both subjects will be paid accordingly. The recipient will remain as a passive player.
Eliciting Social Norm Perception
To elicit social norms perceptions, subjects will take part in a pure coordination game. In this task, subjects will receive a 100-token endowment for each of the eleven actions available in the dictator game, as described in the previous task. They will then be asked to assign the tokens to the appropriateness levels available for each action: “Very Socially Inappropriate”, “Somewhat Socially Inappropriate”, “Somewhat Socially Appropriate”, and “Very Socially Appropriate”. Since this is a pure coordination game, subjects will be prompted to allocate tokens based on their guess as to how other subjects in the session will distribute their own tokens. They may choose to allocate their tokens in any manner, so long as they allocate all 100 tokens. This will result in an individual distribution for each action for each subject. Once all subjects have completed this task, the average token allocation to each appropriateness level will be calculated for each action. The appropriateness level with the highest average allocation will be the winning level. One action choice from the set will be randomly chosen and incentivized so that each subject will receive a payoff proportional to the number of tokens they have allocated to the winning level for that action. This will be done using a conversion of 1 token= $0.10. For example, if a subject allocated 34 tokens to the winning level, they would receive $3.40 for this task.
Eliciting Risk Preferences
Risk preferences will be elicited using the gamble task by Eckel and Grossman (2008). Subjects will be presented with a menu of six gambles, each offering two possible outcomes with equal probability (50/50). The gambles vary such that moving from gamble choice 1 to gamble choice 6 increases the degree of risk. The available gambles range from a riskless option ($6/$6) to a highly risky option ($1/$15), and the intermediate gambles provide gradually wider outcome spreads. Subjects will be asked to choose only one of the available gambles. The lower the number chosen in this task, the higher the degree of an individual’s risk aversion. Each subject’s chosen gamble will be played via the O-tree platform, and they will be paid based on the binding outcome.