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Using Giving Games to Study and Improve Charitable Giving. Brown Bag Presentation at ICES by Jon Behar of APathThatsClear.com April 4, 2013. Introduction. Agenda My Background Questions: Why don’t people donate better? Is there a program that could get them to?.
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Using Giving Games to Study and Improve Charitable Giving Brown Bag Presentation at ICES by Jon Behar of APathThatsClear.com April 4, 2013
Introduction • Agenda • My Background • Questions: Why don’t people donate better? Is there a program that could get them to?
The basics of Giving Games • Donation decision is delegated to players • Players select from a restricted set of charities • Opportunity set is structured to provoke thought • Designed with an intent to improve giving behavior
The potential benefits from better giving • $300b annual US donations, $200b from individuals • Aggregate impact a function of both dollars and “good” per dollar • Huge variations in impact across charities equates to enormous opportunity
Why don’t donors “give well”? • Scope Insensitivity: Donors don’t respond to the scale of the problem • Identifiable victim effect: • Tangiblevictims are more evocative • than statistical victims. • Psychic numbing: thinking about suffering, particularly large scale suffering, desensitizes people. • Immediacy biases: recently received information carries more emotional weight
Making people aware of these biases can crowd out generosity Cryder: “It seems almost as if any method of priming a deliberative mindset… leads to less generosity.”
How donors allocations deviate from utilitarian standards • The waste heuristic: preoccupation on “efficiency” rather than impact • Focus on Average, not Marginal, impact • Diversification heuristic: give to many orgs instead of just the best • Parochialism: favoring in-groups (e.g. co-nationals) • Tax vs. Charity framing: preference for voluntary giving
How to teach giving • Making donors mindful of their own giving criteria makes them use those criteria more • Experiential philanthropy courses • Learning by Giving Foundation ($10k/class) • Once Upon a Time Foundation ($100k/class)
The Cast of Characters • Funder: “an anonymous sponsor” • Players: College students (future donors) with group identity • Organizers: “Effective Altruism” chapters, experiential philanthropy students, faculty
Extrapolating to other Group Discussion GGs • Organizer feedback suggests other games had impact similar to Princeton GGs • Vanderbilt games likely understate expected impact • Princeton campus has atypical exposure to effective giving message
Results: Giving Stalls GWWC: Cambridge’s Giving Stall
Results: Online Games • Selection bias makes interpretation difficult • Consistent with Giving Stalls, players seem willing to submit comments • Some players will share games over social media • Transition to Facebook platform in the works
Observations from cross-game analysis • It’s plausible that GGs teach many players give better • GGs can have a significant impact on behavior • Players don’t see the money as theirs • Money matters, but mostly in a threshold sense • Organizer capability matters • Social ties between players facilitate good discussions • With Win/Wingames, you can’t lose • GGs provide a great window into how donors think
Next Steps: More donors running games • Sources of funding • My giving • Individual donors • Foundations • Organizers • Advantages • Free to run • Leveraged impact • Emotional leverage
Next Steps: Researchers using GGs • GGs add an intention to teach better giving to existing research frameworks • Field experiments through collaboration with A Path That’s Clear or other funders • Giving Stalls” or Online GGs most promising models • Data sharing will facilitate meta-analysis
Key questions to pursue • What long-term impact do GGs have? • What are the best ways to mitigate the impact of “bad heuristics” and propagate “good heuristics”? • How sensitive are outcomes to the artificial constraints of the GG model? • How do the process inputs (players, prize, charities, activity) translate to the process outputs (votes, discussion, follow-ups)? • What are the key drivers of “viral variables”? • What strategies should a GG sponsor use?
In conclusion… • Let’s collaborate on a field experiment! • Look for opportunities to research using GGs • If your network includes anyone who’d be interested in GGs, please put us in touch • If you give, please give well • Any and all feedback is welcome