Abstract

I introduce the ability to pretend in generalized public goods games. Pretending contributes nothing, but it costs less than helping and confers honor if believed and shame otherwise. The ability to pretend weakly decreases provision. High values of honor increase provision, especially when coupled with high shame. In the long run, pretenders dilute honor and discourage real helpers; authenticated help at a premium can remedy this. Heterogeneity in looking versus feeling good explains why helpers, bystanders, and pretenders often coexist. High thresholds increase helpers and also pretenders, who come mostly from would-be helpers. Linear games have three possible equilibria.

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