Suppr超能文献

为贫困者赌博!可识别性会增强捐赠吗?

Gamble for the needy! Does identifiability enhances donation?

机构信息

Department of Psychology & Methods, Jacobs University, Bremen, Germany.

Department of Life Sciences & Chemistry, Jacobs University, Bremen, Germany.

出版信息

PLoS One. 2020 Jun 30;15(6):e0234336. doi: 10.1371/journal.pone.0234336. eCollection 2020.

Abstract

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.

摘要

为了研究受助者的需求程度和可识别性如何影响捐赠者投资慈善彩票的意愿,我们提出了一个新的游戏,称为“需求游戏”。与独裁者游戏类似,需求游戏包括两个玩家,一个主动玩家(捐赠者或独裁者)和一个被动玩家(受助者)。两个玩家都需要满足一个最小需求(ND 和 NR),用点数表示。捐赠者拥有 KD 点,并且必须在 n 轮游戏结束时保留至少 ND 点,即需求,其中 ND < KD。受助者最初拥有 KR 点,并且必须在游戏结束时至少拥有 NR 点,即需求,其中 KR < NR < KD。捐赠者被要求从 KD 中选择三个不同的金额之一下注彩票。如果中奖,收益将加到捐赠者的财富中。如果输了,受助者将获得这些点数。只有当受助者的需求阈值得到满足时,受助者才会获得报酬;同样,只有当捐赠者的需求阈值得到维持时,捐赠者才会获得报酬。这里的主要关注点是两个玩家的需求(ND = NR = 2、200 和 ND = NR = 0 作为基线控制)和受助者的可识别性(无信息、文本和图片描述以及物理存在)。我们探究了捐赠者投资慈善彩票的金额是否取决于受助者的需求和可识别性。此外,我们还将游戏的框架(收益或损失)、不同的获胜/失败概率以及不同的时间限制作为协变量纳入考虑。我们发现,当投资慈善彩票时,这些因素中的每一个都可能发挥作用。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a5bc/7326157/1a22094e333f/pone.0234336.g001.jpg

文献AI研究员

20分钟写一篇综述,助力文献阅读效率提升50倍。

立即体验

用中文搜PubMed

大模型驱动的PubMed中文搜索引擎

马上搜索

文档翻译

学术文献翻译模型,支持多种主流文档格式。

立即体验