Abstract
Sustained cooperative social interactions are key to successful outcomes in many real-world contexts (e.g., climate change and energy conservation). We explore the self-regulatory roles of anger and guilt, as well as prosocial or selfish social preferences in a repeated social dilemma game framed around shared electricity use at home. We explore the proposal that for sustained cooperation, guilty repair needs to override angry retaliation. We show that anger is damaging to cooperation as it leads to retaliation and an increase of defection, while, through guilt, cooperation is repaired resulting in higher levels of cooperation. We demonstrate a disconnect between the experience of anger and subsequent retaliation which is a function of participants’ social preferences. While there is no difference in reports of anger between prosocial and selfish individuals after finding out that others use more energy from the communal resource, prosocials are less likely to act on their anger and retaliate. Selfish individuals are motivated by anger to retaliate but not motivated by guilt to repair and contribute disproportionately to the breakdown of cooperation over repeated interactions. We suggest that guilt is a key emotion to appeal to when encouraging cooperation.
Highlights
IntroductionThe public goods game we used was presented to participants in a context of a house-sharing situation (see Fig. 1 for details and the scheme of one round of the game), where individuals interacted with each other over a restricted household electricity resource, and where individual electricity usage was fed back to participants at the end of each period
Repeated interactions - have not been studied
Retaliation was detrimental to overall payoffs: group earnings were negatively affected by retaliation and non-repair in both blocks (OLS, slope =−8.56, p < 0.001 for Block 2: Round 1 (Block 1), slope =− 8.09, p < 0.001 for Block 2, Fig. 3a)
Summary
The public goods game we used was presented to participants in a context of a house-sharing situation (see Fig. 1 for details and the scheme of one round of the game), where individuals interacted with each other over a restricted household electricity resource, and where individual electricity usage was fed back to participants at the end of each period. In this scenario, the feedback about behaviour of others is the feedback about communal energy use. Participants rated to what extent they felt the key emotions of anger and guilt, amongst other emotions (included to avoid demand effects), on a scale from 1 (not at all) to 7 (extremely)
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