Gaming Emotions. Teck-Hua Ho (UC Berkeley) Joint work with Eduardo Andrade

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Gaming Emotions Teck-Hua Ho (UC Berkeley) Joint work with Eduardo Andrade

Emotions on Behavior Emotions influence cognition and behavior Information Processing Memory, categorization, flexibility, etc. (Schwarz & Clore, 1996) Choices Purchase decisions, consumption, helping, risktaking, etc. (Cohen, Pham & Andrade, 2008) How one s own emotions influence one s own thoughts and actions

One s Emotions on Other s Behavior How one s own emotions influence someone else s behavior Sellers make better offers to Angry vs. Neutral/Happy buyers integral emotional reactions - van Kleef, de Dreu, & Manstead, 2004 incidental emotional reactions - Andrade & Ho, 2007

Is Your Boss in Good Mood?

Gaming Emotions If people know that their own emotions can influence someone else s decisions. Then.. They might be willing to game emotions - strategically modify the expression of a current emotional state (i.e., to fake an emotional state) in an attempt to influence the counterpart

Gaming Emotions Related Literature Impression management (Jones & Pittman, 1982; Schlenker, Bonoma, & Tedeschi, 1973) Emotional Labor Forced display (e.g., Hochschild 1983 - The Managed Heart: The Commercialization of Human Feelings ) Psychological Costs/Threat to Wellbeing (e.g., Grandey 2003) Developmental Psychology Display rules - e.g., children are less likely to display emotions in the presence of their friends (vs. parents) Zeman & Garber 1996 Benefits of Strategic Misrepresentation of Emotion Displays Strategic Expression of Happiness (Clark, Pataki and Carver, 1996; Pataki and Clark 2004) - e.g., politeness

Gaming Emotions Patients & Doctors Speakers & Audience Politicians & Media Buyers & Sellers

Gaming Emotions Barry (2008): Emotion and Negotiation Literature... with conventional methods we can explore how individuals respond to emotional gambits, but not necessarily how individuals themselves choose to engage and deploy emotions strategically (p. 103).

Research Paradigm Dictator Game Filler Ultimatum Game Emotion Manipulation Emotion Measurement 1 Instructions Emotion Gaming Targeted Social Interaction Experiment 1 Unfair Offer e.g., $3.5 Anger 1 Anger 2 (Control) Anger 2 (Displayed) Proposer s Offer Experiment 2 Unfair Offer e.g., $3.0 Anger 1 Anger 2 (C)/Anger 3 (D) Anger 2 (D)* Proposer s Offer Credibility of the Information Experiment 3 Unfair Offer e.g., $2.5 Expectation 1 Anger 1 Choice of Self-Report 2 Proposer s Offer

Dictator Game Experiment 1 Ultimatum Game Anger Instructions Gaming Targeted Social Manipulation Measurement Emotions Interaction Rule: Proposer s Offer has to be accepted Rule: Proposer s Offer can be rejected. Both get $0 Receiver =? Receiver =? Proposer to decide on the offer Unfair Offer e.g., P:$6.5/R:$3.5 How do you feel?* How do you feel?* Proposer = $10 Proposer = $10 e.g., P:$6.5/R:$3.5 vs. P$3.5/R$6.5 *not angry at all=0; moderately angry=50; very angry=100 Manipulation Control Condition (report again) Display Condition (to be sent to Proposer)

Experiment 1 Gaming (Inflating) Anger: n=152 60 55 50 43.5 Reported Anger 45 40 35 39.1 32.8 34.4 Report 1 Report 2 30 25 20 Control Displayed F(1, 74) = 2.94, p <.10 F(1, 74) = 5.3, p <.05 Interaction: F(1, 74) = 8.2, p =.005

Does the strategy work? Proposers offered a larger share of the pie to purportedly angrier receivers r =.38, p <.05

Experiment 1: Caveats Alternative Explanation: Source of anger highlighted in the displayed emotion condition only (so, actual anger). thought processes Rationalization: Easy to justify the inflation of anger without acknowledging s/he is misrepresenting it (e.g., time delay - boring filler task ). 3 rd report of anger in the control condition Boundary conditions for the effectiveness Credibility of the Information Proposers were told that receivers reported their anger level either before OR after knowing the information would be sent.

Gaming (inflating) Anger: n=184 Experiment 2 60 55 50.3 51.9 50 41.3 Reported Anger 45 40 33.1 38.5 Report 1 Report 2 Report 3 35 30 25 20 Control Displayed F(1, 90) = 3.95, p <.05 F(1, 45) = 20.65, p <.001 F(1, 90) = 10.43, p <.01 Interaction: F(1, 90) = 13.62, p <.001

Thought Processes CODING: 0=This is my actual anger level; 1=strategic display of anger; 2=other 77% of receivers acknowledged they were gaming emotions (1), and seem comfortable with it: (1) I m not as angry as I said. I just want him/her to give me more money, (2) I did revise my anger level by increasing it. I wanted to push the proposer into making an allocation that would be fair to me, (3) I decided it was OK to lie and tell the other party I was angrier than I am to ensure that I get a more fair-sized slice of the money, and (4) SWEET REVENGE: By choosing a low level of anger my proposer will make a money division in his favor, which I can reject.

Does the strategy work? Proposers were told that Receivers reported anger before knowing the info would be sent (i.e., emotion gaming unlikely) r =.32, p <. 05 - angrier Receivers got a larger share of the pie after knowing the info would be sent (i.e., emotion gaming likely) r = -.05, p <.10 z = 1.77, p <.05, one-tailed test

Experiment 2: Caveat Anger or Expectation? Option to choose which information to display Explain why

Dictator Game Experiment 3 Ultimatum Game Anger Instructions Gaming Targeted Social Manipulation Measurement Emotions Interaction Rule: Proposer s Offer has to be accepted Rule: Proposer s Offer can be rejected. Both get $0 Receiver =? The previous offer Receiver =? Proposer to decide on the offer Unfair Offer e.g., P:$7.5/R:$2.5 Proposer = $10 made me feel X angry was X below my expectations Proposer = $10 Choose which one to send. Then, indicate once again your level of anger/expectation Impression of Receiver impulsive/irrational/vindictive

Experiment 3 Gaming (inflating) Anger/Expectation: n=59 anger=36 expectation=23 z = 1.69, p <.05 90 80 75.8 71.6 Level of Anger/Violated Expectation 70 60 50 40 30 20 47.6 54.1 report 1 report 2 10 0 anger expectation F(1, 57) = 36.1, p <.001 F(1, 57) = 8.7, p <.005 Interaction: F(1, 57) = 2.07, p >.10

Experiment 3 Open-ended question Justify your choice Only 3.4% reported being indifferent between both options Why Anger? 94% - stronger, more threatening, and vindictive, hence more effective, signal (a) I think anger is a stronger force to push the proposer to raise the offer. Expectation sounds weaker than anger (b) I chose to send the anger to scare my proposer and to make him/her think that I wouldn't be accepting an offer that didn't favor me as well, (c) Anger reflects desire for revenge

Experiment 3 Why Expectations? 60% - more precise, informative, hence more persuasive (a) I think the expectation will give the proposer a clearer idea about what i am looking for than any measure of anger would. (b) If the proposer knows what I expect; then perhaps they will be more willing to cooperate 40% - anger may backfire (a) Conveying a message of anger may work against me by making the proposer defensive and wanting to give less (b) Positive feedback almost always leads to a better chance of success. If he knows I'm angry; he might just offend me again

Conclusions & Future Research People are ready to gaming emotions and acknowledging their strategy The strategy works only if credible emotion is conveyed. Emotion gaming (e.g., anger) differs from non-emotion gaming (e.g., violated expectations) However What if the moral or physiological costs of faking emotions increase significantly? moral: Avoid Being Taken Advantage of vs. Taking Advantage of physiological: Facial Expressions Intensity vs. Type Latter is more difficult Probability of being caught / can it backfire?

Emotional Game Theory

Coordination Game 1: Nash Bargaining Game A sum of $10 has been allocated to each pair. Each member of the pair has to simultaneously propose a division of this $10. Precisely, you will be asked in the next screen to indicate how much of the $10 you want to keep for yourself. Your partner will face the same question at the same time that is, how much of the $10 s/he wants to keep for him/herself. The outcome to the game goes as follow. If the sum of your offer + your partner s offer is equal or below $10, then both of you get whatever you have requested. If the sum of the offers goes above $10, then both of you get $0. Offer Now please indicate how much you want to keep for yourself out of the $10. $0 $2 $4 $6 $8 $10

Coordination Game 2: Battle of the Sexes Please take a look at the payoff matrix below. left right top $4,$2 $0,$0 down $0,$0 $2,$4 In this task you have to choose between left or right and your paired-partner has to choose between top or down. Your choice and your partner s choice happen at the same time. Your potential payoffs are written in a bold format and are contingent not only on your decision but also on the decision of your partner. Precisely, here is how it works. If you choose left and your paired-partner chooses top, you get $4 and your paired-partner gets $2. If you choose right and your paired-partner chooses down, you get $2 and your paired partner gets $4. However, if you choose left and your paired-partner chooses down then both of you get $0.

Please take a look at the payoff matrix below. Coordination Game 3: The Median Action Game There are 7 participants. Each participant will simultaneously choose one number from the set 1,2,3,4,5,6,7. The payoff of each participant depends on 2 numbers (the median number of the group column number and the participant s own number row number). Please choose the number from the set: 1 2 3 4 5 6 7

Coordination Game 4: Stag Hunt Please take a look at the payoff matrix below. left right top $8,$8 $0,$8 down $8,$0 $9,$9 In this task you have to choose between left or right and your paired-partner has to choose between top or down. Your choice and your partner s choice happen at the same time. Your potential payoffs are written in a bold format and are contingent not only on your decision but also on the decision of your partner. Precisely, here is how it works. If you choose left and your paired-partner chooses top, each of you gets $8. If you choose right and your pairedpartner chooses down, each of you get $9. However, if you choose left and your pairedpartner chooses down, then you get $8 and you paired-partner gets $0. Likewise, if you choose right and your paired-partner chooses top, then your paired-partner gets $8 and you get $0.

Two Main Hypotheses H1: High level of aggregate positive emotion leads to high level of efficiency in coordination games (?) H2: High level of emotion matching leads to high level of efficiency in coordination games (?)