Induced Negative Mood Increases Dictator Game Giving

The study examines the influence of induced negative mood on dictator game giving (DGG) with two recipients. Participants ( = 63) played the role of a dictator in a three-player dictator game. They could choose among two options: an altruistic option, where two receivers receive 10 Euros and the dic...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Frontiers in psychology 2018-08, Vol.9, p.1542-1542
Hauptverfasser: Pérez-Dueñas, Carolina, Rivas, M Fernanda, Oyediran, Olusegun A, García-Torres, Francisco
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
Beschreibung
Zusammenfassung:The study examines the influence of induced negative mood on dictator game giving (DGG) with two recipients. Participants ( = 63) played the role of a dictator in a three-player dictator game. They could choose among two options: an altruistic option, where two receivers receive 10 Euros and the dictator himself receives nothing, or a selfish option, where the dictator himself receives 5 Euros and both receivers receive nothing. For half of the participants, the second option entailed that only one receiver receives nothing and the other receives 10 Euros. After four rounds, participants were randomly assigned to look at 10 pictures with either positive or negative emotional content with the purpose of inducing positive or negative mood. The results show that looking at pictures with negative emotional content increases anxiety and skin conductance and increases DGG in the remaining four rounds of the game. On the other hand, whether the selfish option would imply that one or both recipients receive nothing does not seem to have a strong influence on DGG. PsycINFO Classification code: 2340; 2360.
ISSN:1664-1078
1664-1078
DOI:10.3389/fpsyg.2018.01542