The power of moral words: Loaded language generates framing effects in the extreme dictator game

01/08/2019
by   Valerio Capraro, et al.
0

Understanding whether preferences are sensitive to the frame has been a major topic of debate in the last decades. For example, several works have explored whether the dictator game in the give frame gives rise to a different rate of pro-sociality than the same game in the take frame, leading to mixed results. Here we contribute to this debate with two experiments. In Study 1 (N=567) we implement an extreme dictator game in which the dictator either gets 0.50 and the recipient gets nothing, or the opposite (i.e., the recipient gets 0.50 and the dictator gets nothing). We experimentally manipulate the words describing the available actions using six terms, from very negative (e.g., stealing) to very positive (e.g., donating) connotations. We find that the rate of pro-sociality is affected by the words used to describe the available actions. In Study 2 (N=221) we ask brand new participants to rate each of the words used in Study 1 from "extremely wrong" to "extremely right" . We find that these moral judgments explain the framing effect in Study 1. In sum, our studies provide evidence that framing effects in an extreme Dictator game can be generated using morally loaded language.

READ FULL TEXT
research
01/08/2019

The power of moral words: Understanding framing effects in extreme Dictator games using sentiment analysis and moral judgments

Recent work shows that people are not solely motivated by the economic c...
research
04/17/2023

'That Darned Sandstorm': A Study of Procedural Generation through Archaeological Storytelling

Procedural content generation has been applied to many domains, especial...
research
07/05/2023

Hoodwinked: Deception and Cooperation in a Text-Based Game for Language Models

Are current language models capable of deception and lie detection? We s...
research
11/11/2022

In-game Toxic Language Detection: Shared Task and Attention Residuals

In-game toxic language becomes the hot potato in the gaming industry and...
research
02/07/2016

The IMP game: Learnability, approximability and adversarial learning beyond Σ^0_1

We introduce a problem set-up we call the Iterated Matching Pennies (IMP...
research
05/15/2023

Negative Effects of Gamification in Education Software: Systematic Mapping and Practitioner Perceptions

Context: While most research shows positive effects of gamification, the...
research
06/07/2021

Playing with words: Do people exploit loaded language to affect others' decisions for their own benefit?

In this article, we study whether people in the position of describing a...

Please sign up or login with your details

Forgot password? Click here to reset