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1. Introduction
1.1. The social consequences of punishment: Third-party punishment signals morality and
irrationality
Human beings often engage in helpful and cooperative behavior (Van Lange, Joireman,
Parks, & Van Dijk, 2013), but betrayal and selfishness are unavoidable in social decisionmaking. When transgressions occur, uninvolved third-parties sometimes take action to punish
those who act unfairly (Fehr & Fischbacher, 2004). But how do people perceive those who
punish wrongdoers? Is punishment viewed as a form of cooperative behavior, or is it seen as an
act of irrational aggression? Previous studies have found both positive (Nelissen, 2008) and
negative (Ozono & Watabe, 2012) reactions to third-party punishment. To address these
conflicting results, we report a series of experiments to investigate when third-party punishment
is perceived as a costly signal of the punishers prosociality. The present results suggest that
punishment can function as a signal of altruism, conveying long-term social benefits to the
punisher, but only when specific conditions are satisfied. Many acts of punishment are viewed as
irrational (rather than moral), emphasizing that it is important for institutions to design
mechanisms for punishment that convey prosocial intentions.
1.2. Cooperation and third-party sanctioning
Societies are able to prosper, in part, because individuals are often willing to help others
at a cost to themselves (Rand & Nowak, 2013). The existence of prosocial behavior challenges
the basic game-theoretic assumption that humans are narrowly concerned with self-interest
(Binmore, 2007). Prosocial behavior may be supported, in part, through third-party sanctioning,
acts of approval or condemnation provided by an uninterested audience. When a violation
2.1.1. Study 1
The central premise of the present research is that third-party punishers will be preferred
as interaction partners. To test this hypothesis, participants read about a decision-making
scenario where an uninvolved third-party decided to punish (or ignore) an initial act of betrayal.
In this scenario, the third-party could potentially spend his own resources to reduce the earnings
of the betrayer. Our primary dependent variable was whether people preferred to interact with
third-party punishers as partners in a social dilemma. We also measured future expectations of
cooperation for third-party punishers, as well as perceptions of their morality and rationality.
Presumably, punishers will be seen as more moral and rational, and more likely to cooperate in
the future.
2.1.2. Method
Participants. American participants were recruited from MTurk, N = 202. The average
age was 32.2 years (SD = 10.47) and 44% were women. All but three participants were native
English speakers. Participants were paid 50 cents for their time.
Materials and procedure.
Third-party punishment scenario. During the first part of the experiment, participants read
about a social decision-making scenario. This scenario involved three workers from MTurk
named Anthony, Brett, and Chris and took place in two stages (see Figure 1): During the first
stage, Anthony and Brett played a trust game in the roles of trustor and trustee, respectively.
After reading about the game, participants were asked about the choices they would make if they
Figure 1. Participants read about a third-party punishment scenario which occurred in two
stages. During the first stage, Anthony trusted Brett, who did not reciprocate. In the second
stage, Chris a third-party, decided whether to spend money to punish Brett.
During the second stage, Chris learned about Anthony and Bretts choices in the trust
game and chose between two allocations of money. If Chris chose Option 1 (no action), then
Brett lost nothing and Chris received 80 cents. If Chris chose Option 2 (punishment), then Brett
lost 40 cents and Chris received 60 cents. Thus, Chris had a choice to pay 20 cents in order to
decrease Bretts earnings by 40 cents. Note that the amount of Chris punishment was equal to
the bonus that Brett received for choosing betrayal, but punishing Brett would not directly
benefit Anthony, who would always end up with nothing. After reading about this scenario,
participants were informed that Chris had chosen to take no action (Option 1) or punish Brett
(Option 2). The full text of the scenario is reported in the Appendix.
Stage 2
Final
outcomes
Positive frame
A: 20 cents / B: 60 cents
Negative frame
A: 20 cents / B: 20 cents
A: 40 cents / B: 80 cents
A: 40 cents / B: 40 cents
A receives nothing
B receives nothing
C receives 80 cents
A receives nothing
B receives 40 cents
C receives 80 cents
A receives nothing
B loses 40 cents
C receives 80 cents
A receives nothing
B receives nothing
C receives 80 cents
A: 0 cents / B: 80 cents / C: 60
cents
A: 0 cents / B: 80 cents / C: 60
cents
2.2.3. Results
Attention check. As in the previous study, participants were asked to recall the choice of
the third party at the end of the experiment. 316 out of 405 participants (78%) answered this
question correctly. We report analyses on the participants who responded correctly.
Framing manipulation. The framing manipulation was designed so that the final
outcomes of the third-partys choice were equivalent across conditions. To do this, it was
necessary to change the payoffs in the trust game so that the trustee had more money in the
positive-frame condition when the third-party made his choice (see Table 1). This raises the
possibility that the framing manipulation influenced how participants perceived the initial trust
game. Acts of trust and betrayal may be seen as more justifiable in the positive (or negative)
framing condition, which could influence perceptions of the third-partys behavior.
To investigate this possibility, we tested the effects of the framing manipulation on
participants self-reported trust and reciprocity choice. Rates of trust were comparable in the
positive frame (66.5%) and negative frame (63.8%) conditions, 2(1, n = 316) =.25, p = .61.
Figure 2. The effects of third-party behavior and framing on expectations of cooperation (a) and
partner preferences (b). Error bars denote standard errors of the means.
Character judgments. We also investigated the effects of third-party behavior and
framing on perceptions of morality and rationality. Morality judgments were influenced by a
significant interaction between third-party behavior and framing, F(1, 312) = 11.09, p = .001, 2
= .035. Participants in the positive frame condition perceived the punisher as being more moral
(M = 5.99, SD = 1.79) than the third-party who took no action (M = 5.00, SD = 1.65), t(165) =
3.69, p < .001, d = .57. In the negative frame condition, third-parties who punished were seen as
slightly less moral (M = 4.89, SD = 2.01) than nonpunishers (M = 5.19, SD = 1.42), though the
difference was not statistically significant, t(147) = 1.09, p = .27, d = .18.
Perceptions of rationality were also affected by a significant third-party choice by
framing interaction, F(1, 312) = 4.8, p = .029, 2 = .015. In the positive frame condition, thirdparty punishers were seen as slightly less rational (M = 5.71, SD = 1.66) than those who took no
Figure 3. The effects of third-party behavior and framing on perceptions of morality (a) and
rationality (b). Error bars denote standard errors of the means.
2.2.4. Discussion
Replicating the results of Study 1, third-parties who engaged in acts of positive
punishment were more likely to be chosen as partners for future interactions, and were seen as
more moral and more likely to cooperate. These benefits, however, were not conferred to thirdparties who engaged negative punishment. When the third-partys choices were framed in terms
of denying an additional bonus, punishers were not preferred as partners, nor were they seen as
more moral or more likely to cooperate. In fact, negative punishers were seen as significantly
less rational than those who took no action. Although the final outcomes of positive and negative
punishment were the same, people preferred punishment when it was viewed as an active
Moderate-
Severe-punishment
punishment
Expectations of cooperation
3.96 (1.84)
4.31 (1.44)
3.83 (1.92)
Partner preferences
3.83 (1.89)
4.44 (1.58)
3.71 (2.10)
Morality
5.14 (1.97)
5.65 (1.52)
5.05 (2.21)
Rationality
6.27 (1.58)
5.56 (1.37)
4.69 (1.94)
Note that in Nelissen (2008), the severity of punishment was manipulated by increasing its costs to the participant,
holding its effectiveness constant.
Example
Screen 4
Stage 2
To show that you understand Chris' decision, please answer the following questions:
If Chris chooses Option 1...
If Chris chooses Option 2...
[For these questions, participants had to choose the correct amounts of money from dropdown
lists. They could not proceed to the following screen until each question was answered
correctly.]
The final earnings in the game are based on Anthony and Brett's decisions in the first round, and
Chris' decision in the second round.
The following table illustrates the final earnings of each player depending on the choice that
Chris makes:
When Chris made a decision, he knew that this was the last stage of the game.
Screen 6
We are planning to conduct another experiment involving another economic game. The rules of
the game are as follows:
Two workers, Player 1 and Player 2, must choose between two options, called SHARE or KEEP.
In this game, the two workers make their decisions at the same time.
If you were asked to make a decision in the second stage of the game, making the same decision
that Chris made, which option would you choose?
[Ratings were made on a scale from 1 Definitely choose Option 1 to 7 Definitely choose
Option 2]
Screen 9
In the second stage of the game, Chris had two options to choose from.
Thank you for your time. The experiment is almost complete. Please answer the following
questions about your demographics before completing the survey. On the following page, you
will receive your completion code which you will need to copy in order to receive compensation
for this HIT.
What is your gender? [male / female]
What is your current age?
In which state do you currently reside?
Is English your native language? [yes / no]