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. conationals) • 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% 18% 18% High Impact I primarily give to well known nonprofits through a payroll deduction at work. I give to the nonprofits I feel are generating the greatest social good. 16% 12% Faith Based We only give to organizations that fit with our religious beliefs. 16% 18% See the Difference I 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% Casual Giver How donors “research” charities 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 Group Discussion/Activity 11 129 Total $ 2025 Giving Stall 4 907 975 Online 3 78 900 Total 18 1114 3900 Results: Group discussions Description Organizer # Players Vanderbilt RA VU Undergrad 17 Safe Haven (10) vs. AMF (7) $250 Intern Program VU Undergrad 14 $250 A Capella (with friend) GWWC: Princeton 11 A Capella (no friend) GWWC: Princeton 7 Freshman Floor GWWC: Princeton 8 FSD (14) vs. AMF (0) AMF (8) vs. Group regranting (2) vs. Group's Fund (1) AMF (6) vs. Group's Funds (1) vs. GiveDirectly (0) AMF (7) vs. local KIPP (1) vs. Group's social budget (0) Charities (Votes) Prize $250 $100 $100 Survey results from Group Discussions Changed your thinking? Game Successful? 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% Description # Players Vanderbilt RA Survey results: Follow-up activities Description Brief Receive Share online Live followGiveWell GiveWell via follow-up up game? research? FB? game? Attend meeting? Accept any Organize Giving followup? Game? Vanderbilt RA #N/A #N/A #N/A #N/A #N/A #N/A 62% Intern Program A Capella (with friend) A Capella (no friend) #N/A #N/A #N/A #N/A #N/A #N/A 46% 73% 55% 45% 27% 73% 91% #N/A 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 Stalls Location Players Charities (Votes) Prize Brown Activities Fair 21 AMF (17) vs. GiveDirectly (4) $1/Person 34 Fred Hollows (15) vs AMF (12) vs Make-A-Wish (7) $1/Person Harvard Activities Fair UK Freshers Fairs (3-4 campuses) Higher Education in the 21st Century Conference ~800 52 (~110 attendees) GWWC: Cambridge’s Giving Stall AMF (~640) vs SCI? (~160) SCI (38) vs Wikipedia (14) £200 £2/Person + £250 Bonus (50 participants) 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 GGs “jump to the solution” 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
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