Using Giving Games to Study and Improve Charitable Giving Brown Bag Presentation at ICES by Jon...
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Transcript of Using Giving Games to Study and Improve Charitable Giving Brown Bag Presentation at ICES by Jon...
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: Tangible victims 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
What actually motivates donors?
Segment How they give % Population % Donations
Repayer
I support organizations that have had an impact on me or a loved
one. 23% 17%
Casual Giver
I primarily give to well known non-profits through a payroll deduction
at work. 18% 18%
High Impact
I give to the nonprofits I feel are generating the greatest social
good. 16% 12%
Faith BasedWe only give to organizations that
fit with our religious beliefs. 16% 18%
See the DifferenceI think it's important to support
local charities. 14% 10%
Personal Ties
A lot of my giving is in response to friends who ask me to support
their causes 13% 25%
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
Breakdown of Giving Games
Type # of Games Total # of players Total $Group
Discussion/Activity 11 129 2025
Giving Stall 4 907 975
Online 3 78 900
Total 18 1114 3900
Results: Group discussions
Description Organizer#
Players Charities (Votes) Prize
Vanderbilt RA VU Undergrad 17 Safe Haven (10) vs. AMF (7) $250
Intern Program VU Undergrad 14 FSD (14) vs. AMF (0) $250
A Capella (with friend) GWWC: Princeton 11AMF (8) vs. Group regranting (2) vs.
Group's Fund (1) $250
A Capella (no friend) GWWC: Princeton 7AMF (6) vs. Group's Funds (1) vs.
GiveDirectly (0) $100
Freshman Floor GWWC: Princeton 8AMF (7) vs. local KIPP (1) vs. Group's
social budget (0) $100
Survey results from Group Discussions
Description # Players Changed your thinking? Game Successful?
Vanderbilt RA 17 32% 88%
Intern Program 14 7% 43%
A Capella (with friend) 11 55% 77%
A Capella (no friend) 7 86% 93%
Freshman Floor 8 88% 100%
Avg. across players: 45% 77%
Avg. across games: 53% 80%
Survey results: Follow-up activities
Description
Brief online
follow-up game?
Live follow-up game?
Receive GiveWell research?
Share GiveWell via
FB?Attend
meeting?Accept any followup?
Organize Giving Game?
Vanderbilt RA #N/A #N/A #N/A #N/A #N/A #N/A 62%
Intern Program #N/A #N/A #N/A #N/A #N/A #N/A 46%
A Capella (with friend) 73% 55% 45% 27% 73% 91% #N/A
A Capella (no friend) 57% 0% 43% 0% 14% 71% #N/A
Freshman Floor 100% 88% 63% 25% 38% 100% #N/A
Avg. of Players 77% 50% 50% 19% 46% 88% 55%
Avg. of Games 77% 47% 50% 17% 42% 87% 54%
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 StallsLocation Players Charities (Votes) Prize
Brown Activities Fair 21 AMF (17) vs. GiveDirectly (4) $1/Person
Harvard Activities Fair34 Fred Hollows (15) vs AMF (12) vs
Make-A-Wish (7) $1/PersonUK Freshers Fairs (3-4
campuses) ~800 AMF (~640) vs SCI? (~160) £200
Higher Education in the 21st Century Conference
52 (~110 attendees)
SCI (38) vs Wikipedia (14)
£2/Person + £250 Bonus (50
participants)
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/Win games, 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?