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Free riding, democracy, and sacrifice in the workplace: Evidence from a real-effort experiment

Authors:

Abstract

Teams are increasingly popular decision-making and work units in firms. This paper uses a novel real-effort experiment to show that (a) some teams in the workplace reduce their members' private benefits to achieve a group optimum in a social dilemma and (b) such endogenous choices by themselves enhance their work productivity (per-work-time production)-a phenomenon called the "dividend of democracy." In the experiment, worker subjects are randomly assigned to a team of three, and they then jointly solve a collaborative real-effort task under a revenue-sharing rule in their group with two other teams, while each individual worker can privately and independently shirk by playing a Tetris game. Strikingly, teams exhibit significantly higher productivity (per-work-time production) when they can decide whether to reduce the return from shirking by voting than when the policy implementation is randomly decided from above, irrespective of the policy implementation outcome. This means that democratic culture directly affects behavior. On the other hand, the workers under democracy also increase their shirking, presumably due to enhanced fatigue owing to the stronger productivity. Despite this, democracy does not decrease overall production thanks to the enhanced work productivity.
Received: 20 May 2023
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Accepted: 24 November 2023
DOI: 10.1111/jems.12570
ORIGINAL ARTICLE
Free riding, democracy, and sacrifice in the workplace:
Evidence from a realeffort experiment
Kenju Kamei
1
|Katy Tabero
2
1
Faculty of Economics, Keio University,
Tokyo, Japan
2
Department of Economic, Social and
Political Sciences, University of
Southampton, Southampton, UK
Correspondence
Kenju Kamei, Keio University, 21545
Mita, Minatoku, Tokyo 1088345, Japan.
Email: kenju.kamei@gmail.com
Funding information
Murata Science Foundation,
Grant/Award Number: Year 2021; ESRC
North East Doctoral Training
Partnership, Grant/Award Number: ES/
P000762/1
Abstract
Teams are increasingly popular decisionmaking and work units in firms. This
paper uses a novel realeffort experiment to show that (a) some teams in the
workplace reduce their members' private benefits to achieve a group optimum
in a social dilemma and (b) such endogenous choices by themselves enhance
their work productivity (perworktime production)a phenomenon called
the dividend of democracy.In the experiment, worker subjects are randomly
assigned to a team of three, and they then jointly solve a collaborative real
effort task under a revenuesharing rule in their group with two other teams,
while each individual worker can privately and independently shirk by playing
a Tetris game. Strikingly, teams exhibit significantly higher productivity (per
worktime production) when they can decide whether to reduce the return
from shirking by voting than when the policy implementation is randomly
decided from above, irrespective of the policy implementation outcome. This
means that democratic culture directly affects behavior. On the other hand,
the workers under democracy also increase their shirking, presumably due to
enhanced fatigue owing to the stronger productivity. Despite this, democracy
does not decrease overall production thanks to the enhanced work
productivity.
1|INTRODUCTION
Teams are increasing popular in firms as decisionmaking and work units (e.g., Kamei & Tabero, 2022). However, team
decisionmaking and teamwork feature a coordination problem that involves complexities relating to imperfect
information, monitoring, and agency costs (e.g., Alchian & Demsetz, 1972; Marschak & Radner, 1972). Thus,
maintaining motivation among workers is particularly difficult when teams are involved in the workplace, and their
private interests conflict with group interests (e.g., Bolton & Dewatripont, 2004)a typical example of this is moral
hazard in groups (e.g., Alchian & Demsetz, 1972; Holmstrom, 1982). Democratic culture may help mitigate conflict
within and across the teams by not only enhancing their selfdetermination and intrinsic motivation to cooperate (e.g.,
Deci & Ryan, 1985,2000), but by also providing workers with opportunities to signal their willingness to cooperate with
their peers through democratic processes (e.g., Bergh et al., 2014; Connelly et al., 2011), thereby making it easy to
achieve the group optimum. In such environments, workers may decide to collectively decrease temptations by
J Econ Manage Strat. 2023;121. wileyonlinelibrary.com/journal/jems
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This is an open access article under the terms of the Creative Commons AttributionNonCommercial License, which permits use, distribution and reproduction in any
medium, provided the original work is properly cited and is not used for commercial purposes.
© 2023 The Authors. Journal of Economics & Management Strategy published by Wiley Periodicals LLC.
reducing their private gains for the sake of group interests. But how large could the effects of workplace democracy per
se on productivity potentially be? Precisely what motivates workers' sacrificial behaviors?
How to overcome moral hazard in groups is an important, active question in economics and management. A large
body of research spanning several decades has found that workers have difficulty cooperating with each other when
freeriding incentives are sufficiently strong in a social dilemma (e.g., Ledyard, 1995; Zelmer, 2003). Specifically, prior
experimental research suggests that while some people demonstrate conditional willingness to cooperate, groups
usually cannot sustain cooperation for various reasons, for example, their cooperation behaviors are heterogeneous
(e.g., Fischbacher et al., 2001), they are easily discouraged by seeing their peers free ride (e.g., Fischbacher &
Gächter, 2010); or many tend to cooperate but by less than others (e.g., Thöni & Volk, 2018). This echoes theoretical
research that describes why moral hazard arises among workers when their effort levels are not perfectly observable
(e.g., Alchian & Demsetz, 1972; Holmstrom, 1982).
1
Both the theoretical and empirical literature therefore discuss that
some institutional solutions, such as corporate culture and working environments, competition (e.g., internal job
ladder, tournament), punishment and rewards, monitoring, and sorting, are required to assist collaboration and
cooperation in the workplace (see, e.g., Chaudhuri, 2011 for experimental economics literature; Prendergast, 1999 for
personnel economics). This study contributes to the large body of literature by investigating the impact of workplace
democracy, workers' behavioral reactions to a reduction in incentives to shirk, as well as the reasoning behind their
voluntary sacrificial behaviors in the workplace.
This study is the first to experimentally measure the socalled dividend of democracywhen the decisionmaking
and work units are teams. The dividend of democracyrefers to an effect that democracy directly has on the behavior
of those involved. The role of democratic culture on worker behavior has been actively studied in the literature in
economics and management for the last two decades (see Dal Bó, 2010 for a survey). In particular, prior experiments in
economics have shown that democracy in implementing a prosocial policy boosts cooperation in experimental games,
such as public goods or prisoner's dilemma games, as it directly affects people's own behavior and beliefs on their peers'
cooperativeness (e.g., Dal et al., 2010; Kamei, 2016; Sutter et al., 2010; Tyran & Feld, 2006). Among others, Tyran
and Feld (2006) and Dal et al. (2010,2019) provide methods to isolate the dividend of democracy from selection bias,
showing that the dividend of democracy is large. Scholars have recently started to study the applicability of such a
dividend of democracy in a workplace setting by using a design with realeffort tasks, but the results surprisingly
showed that democracy per se may not have strong effects in realeffort settings (e.g., Dal et al., 2019; Kamei &
Markussen, 2023; Melizzo et al., 2014). While all prior experiments on democracy used individuals as the decision
making unit, the present study uses teams as the decisionmaking unit of policymaking and tasksolving for the first
time, and finds a significant dividend of democracy on work productivity (perworktime production).
The policy available to workers in this study is one to reduce material incentives to shirk. Collectively sacrificing
one's benefits through fostering customs, conventions, or rules with the aim of resolving conflicting interests has been
conceptually discussed in the literature in the social sciences (such as anthropology) and biology as key features of
humans. Anecdotal evidence includes costly participation in religious groups and rituals, or recreational activities in
societies (e.g., dance and festivals), food sharing (e.g., turtle hunting by islanders for funerary rituals), holding
redistributive feasts, and attending group raids and defense (see, e.g., Hagen & Bryant, 2003; Hawkes & Bliege
Bird, 2002; Iannaccone, 1992; Sosis & Alcorta, 2003; Smith & Bliege Bird, 2000; Sosis & Bressler, 2003). The mechanism
is described as follows: sacrificing serves as a costly signal of one's own quality (e.g., Smith & Bliege Bird, 2005; Gintis
et al., 2001), thus helping to coordinate with others to cooperate and bolster a cooperative atmosphere in dilemma
situations.
2,3
Several laboratory experiments used public goods games or prisoner's dilemma games to study costly
human sacrificing tendencies with high internal validity (e.g., Aimone et al., 2013; Brekke et al., 2011; Grimm &
Mengel, 2009). The findings are that some groups (individuals) do collectively (voluntarily) decide to reduce their
private returns, thereby enhancing welfare. However, to the best of the authors' knowledge, sacrificing has not been
studied in the workplace context using a naturally occurring, realeffort task, although recently there has been a
theoretical attempt to characterize the effects of sacrificing in the workplace (Bisetti et al., 2022).
4
While sacrifice has received less attention in the workplace so far, it is becoming more and more relevant due to a
surge in remote working (potentially boosting shirking) triggered by the Covid19 crisis and technological advances. A
broad range of examples of unobserved shirking activities and countermeasure policies are readily available in the
modern workplace. For example, cyberloafing is a typical and costly issue whereby employees covertly use their
computer or internet access for personal use during work time. The issue is especially serious when they are not in an
office. The employer may decide to introduce measures to counter employees' cyberloafing, for example, by monitoring
their use of the internet, imposing internet restriction policies and penalties for breaching them, or placing technical
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restrictions on employees' access to certain nonwork websites.
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While such policies can simply be imposed from above
by managerial staff or teams, the policies can also be enacted through decentralized decisionmaking. For instance, a
factory may produce mechanical parts by assigning workers to several teams to take advantage of specialization. When
their environment is democratic and they recognize that cyberloafing undermines productivity, they may
democratically decide to enact a restriction policy across the teams, with an aim of improving the performance in
the factory if they believe that productivity impacts their material benefits, such as their wages, bonuses, or rewards.
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Similar scenarios are common across various employment relationships, for example, a branch in a consulting firm, or
a sales office for products (e.g., cars). Another related example is moonlightingby which employees work multiple
jobs, sometimes simultaneously and/or without the permission of their main employer.
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For example, an employee
may commit to working 5 days per week while secretly working for another firm to earn more by shirking the main job.
Alternatively, an employee may hold a secondary side job that takes place outside of their primary work hours, but
spend time during those hours contributing to their secondary job, such as responding to emails, advertising, or
checking their website. The increase in remote working in recent years makes monitoring more difficult. Policies to
make working on the side difficult and materially unbeneficial (e.g., through using a screencapture tool and worktime
tracking) may be considered if such free riding significantly undermines production in the main workplace.
This paper conducts an experiment with a novel collaborativerealeffort task. In the experiment, worker subjects
are randomly assigned to a team of three, and three teams constitute a group. The realeffort task requires each team to
jointly calculate the number of 4 s in a matrix whose cells contain 1, 2, 3, or 4 s. At the onset of the experiment, each
team member is assigned a number, player 1, 2, or 3, such that they have different numbers from each other. The
matrix that player kis allocated includes only number ks while the other three numbers are blacked out. Each member
counts their assigned numbers, shares the counting outcome, and jointly calculates the final answer, on the condition
that their remuneration is based on revenue sharing in the group. To mimic the conflict between work and shirk (or
another activity) in the real workplace, each member is allowed to privately and independently play a computer game,
Tetris. A shirker can privately earn some material returns from gaming on top of psychologically enjoying Tetris. The
incentive structure is therefore similar to the socalled staghunt game (e.g., Hume, 2000 [1739]; Rousseau, 2009
[1755]): all three members must work on counting to earn a reward as a team from the collaborative task, but each
member has an incentive to deviate to gaming (thereby earning some reward privately). This setup is parallel to the
realworld examples of modern distractions at work, such as cyberloafing and moonlighting. Before the tasksolving
phase begins, a policy that reduces the incentive to play Tetris (reduction policy,hereafter) is implemented in a group
either democratically (by voting) or autocratically (randomly by the computer without voting). The two treatments
(democratic, or autocratic) are designed using a betweensubjects design.
In addition to the contribution to the literature on workplace democracy, this research is novel in two additional
aspects. First, this study provides significant methodological contributions with the newly used collaborative
counting task and gaming as a real activity. While much research has been conducted using realeffort tasks, a
significant issue has been reported by Araujo et al. (2016) that workers' incentive elasticity of outputs may be too small
with the realeffort tasks used. Recently, Corgnet et al. (2015) and Kamei and Markussen (2023) allowed subjects to use,
respectively, internet browsers and comedy videos, as real leisure activities. Both of the papers showed that such
activities enhance incentive elasticity in experiments. The present paper adds to the literature by using gaming as a
real, but controlled, leisure activity for the first time in a computerized realeffort experiment. Further, the members of
each team jointly work on a collaborative counting task. While an individual counting zeros task is widely used in the
literature (e.g., Abeler et al., 2011; Falk et al., 2006; Kamei & Markussen, 2023), the use of a collaborative version is the
first attempt in the literature, to the authors' knowledge. This design is meaningful as collaboration is a central aspect
of teamwork in many firms and organizations, and the new task is designed to explicitly simulate the coordination
structure. Notice the stark difference in the game structure between the standard counting task and the collaborative
counting task. The new collaborative one is a coordination game: individuals earn from the team task only when all
three members work by spending time counting and communicating accurately and effectively. The new task allows
researchers to study coordination in the structure of a staghunt game in a natural way, even outside the research
agenda of organizational economics and management.
Second, the experiment is the first to investigate workers' sacrifice decisions and their reasoning in a realeffort
environment. While prior research used experimental games such as public goods games to propose that some
individuals will reduce their private gains in dilemma situations, showing that such decisions may lead to a Pareto
improvement empirically (e.g., Aimone et al., 2013; Brekke et al., 2011; Grimm & Mengel, 2009), its validity in the
workplace setting is unclear as little research used naturally occurring, real effort in their experiments. Equally
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important is that no research explores what may drive workers to sacrifice their private gains, because no data is
available regarding their thinking. Subjects in the present experiment decide whether to reduce their private gains
through communication within their team as a team decision. This design enables us to collect a unique incentive
compatible data set to study the reasoning behind sacrifice decisions. A wellestablished coding exercise is applied to
the communication logs to uncover reasoning effectively.
The experiment results reveal some teams' preferences for sacrifice and evidence of a dividend of democracy. 40.9%
of teams voted to reduce the incentive to play the game, and as a result, the reduction policy was enacted for 38.7% of
groups. Teams that were involved in democratic decisionmaking exhibited significantly higher work productivity, that
is, performance per minute of working, than those in the regime where the computer randomly decided policy
implementation, whether the reduction policy was imposed or not. This means that the democratic culture per se
directly affected behavior. Having said that, the workers under democracy reduced work time compared to those under
autocracy, presumably due to fatigue accumulating more quickly for the former. Nevertheless, the former did not
decrease team production overall thanks to the enhanced work productivity.
The present paper also provides reasoning behind workers' sacrifice decisions based on a standard coding exercise.
It reveals that the units that planned to exclusively work on tasksolving, believed that the reduction policy would deter
others from shirking, or those that had supportive team atmospheres supported the reduction policy. It also uncovers
the value of signaling through sacrificial decisions to encourage collaboration: teams who believed that other teams
would complete tasks following the vote performed strongly.
The rest of the paper proceeds as follows: Section 2summarizes the experimental design, and Section 3reports the
results. Section 4provides insights obtained from an analysis of communication dialogues, and Section 5concludes.
2|EXPERIMENTAL DESIGN
The experiment is designed using a collaborative realeffort task devised for this study. At the onset of the experiment,
worker subjects are randomly assigned to a team of three. The three members are then randomly assigned ID numbers,
1, 2, or 3, so that each member receives a different number from one another. Anonymity is retained such that they do
not know the identity of the other members (e.g., faces, names, gender). Let us call the player who is assigned number
k{1, 2, 3} player k.The team composition and the assigned ID numbers do not change for the entire experiment
(partner matching). Three teams further constitute a group (each group thus has nine members). The group
composition also does not change throughout. Section 2.1 explains the nature of the collaborative team realeffort task,
after which Section 2.2 explains the structure of the experiment, a summary of treatments, the remuneration system,
and the reduction policy that could be implemented in each group. Supporting Information Appendix Asummarizes
the experimental procedure and includes instructions used in the experiment.
2.1 |A collaborative realeffort task
Three members in a respective team collaboratively solve a variant of the counting task (collaborative counting task).
The original counting task(e.g., Abeler et al., 2011; Falk et al., 2006; Kamei & Markussen, 2023) is an individual real
effort task in which subjects independently count the number of 0 s in a matrix that contains 0 s and 1 s. To the authors'
knowledge, no collaborative version of the counting task has been devised and used in any prior experiments. In the
new collaborative counting task, the three team members are provided with a 15 × 15 matrix, each cell of which has a
randomly generated integer between 1 and 4 (each integer is independently drawn with a probability of 25%), and are
then asked to submit the number of 4 s. Collaboration is required to find the correct answer, because only number ks
appear on the computer screen of player k, while the other three numbers are blacked outsee Figure 1for a screen
image for player 1. Each team can find the correct answer if player kcounts the number of ks correctly and shares it
with their teammates, and the team calculates the number of 4 s accurately after that. For example, if the numbers 1, 2,
and 3 s are, respectively, 32, 14, and 43, then the correct answer (the number of 4 s) is 225 32 14 43 = 136. A
calculator is available on each subject's computer screen. How to calculate the number of 4 s, and by whom, is up to
each team's discretion. When the team decides on and wants to submit the answer, all three members must submit the
team's joint answer on their own computer screens. Hence, in the submission stage as well they must communicate
with each other about their team's decision to answer correctly. In the case of disagreement, a member can submit a
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different answer from the others.
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However, the answer will then be counted as incorrect. Once all three members
submit an answer, a new 15 × 15 matrix with randomly generated 1, 2, 3, and 4 s in each cell is assigned to the team,
and the process repeats.
Freeform communication is available using an electronic chat window during the entire tasksolving process
(Figure 1; Supporting Information Appendix Aalso includes the screen image of the chat window), and messages are
recorded. This design piece helps the researchers study the reasoning behind members' behaviors, postexperiment.
While any sort of communication, such as discussing strategy to solve the problems, sharing the number of ks, or
chatting about unrelated matters, is allowed, subjects are prohibited from using any kind of offensive language or
sharing any information that compromises anonymity.
9
The more questions a team answers correctly, the higher the earnings they can generate in their group. Each correct
answer is rewarded with 180 UK pence in the experiment. How the 180 pence are distributed within the team or the
group is explained in Section 2.2.
2.2 |The experiment
There are two treatments that vary by changing the process to decide whether to enact a policy to curb members'
shirking or not. A betweensubjects design is used to avoid behavioral spillover (e.g., Bednar et al., 2012) or possible
spillover effects of democracy (e.g., Kamei, 2016). The experiment begins with a practice phase, which is the same for
all subjects in the experiment. The main tasksolving phase begins after the practice phase and differs by the
treatment.
10
The practice phase plays a role in not only familiarizing subjects with the collaborative counting task, but
also providing them with an opportunity to try the task and learn their ability to solve it.
In the practice phase, each team performs the collaborative counting task for 3 mins.
11
While they can answer as
many questions as they wish, they are not informed whether they answer each question correctly during the 3min
FIGURE 1 A screen for collaborative counting task. A screen image for player 1. The numbers 2, 3, and 4 s are blacked out on the screen
that player 1 sees. The 15 × 15 matrix in this figure is for illustration only.
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period. They are instead informed of the number of correct answers at the end of the practice phase. Remuneration is
based on revenue sharing in the team. This means that the money a team earns is equally divided among the three
team members (each member receives 60 = 180/3 UK pence for a correct response). Each team does not interact with
the other two teams in their group in this practice; nor are they informed of the performances of the other teams.
In the main tasksolving phase, each team performs the collaborative counting task for a much longer duration
35 minswith a revenuesharing rule in their group. This means that the credit of each correct answer (180 UK pence)
is equally shared among the three teams, that is, nine individuals as each team has three members. The marginal per
capita return is calculated as 20 (=180 × 1/9) UK pence.
There are two more distinct aspects in the main tasksolving phase. First, unlike the practice phase, each member
can privately shirk by playing Tetris. They can do so by simply pressing the Gamebutton (Figure 2a). The screen is
then switched to the Tetris site (Figure 2b). No one, including their teammates, is made aware of a member's shirking
unless the member voluntarily reports their behavior using the electronic chat window. Further, the shirker earns a
return by staying in the Game screen: 18 pence/min spent in the Game screen.
12
They can return to the work site from
the Game site at any time. Workers are not allowed to work while playing Tetris, whose requirement enables the
researchers to quantify shirking versus work time as their work decisions. It should be noted here that the design of
gaming was carefully made to enhance external validity, as workers often have alternative activities available when
shirking in the workplace rather than being inactive. An advantage of using gaming over internet browsing (Corgnet
et al., 2015) as an alternative activity is the high level of control: workers may use internet browsers differently as their
preferences are heterogeneous. This feature shares similarities with Kamei and Markussen (2023) that adopted comedy
FIGURE 2 A screen image for collaborative counting task in the main tasksolving phase. (a) Work site and (b) game site.
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video clips as an alternative activity. However, using a game is better than video clips because implementation is
difficult with the use of the latter. While headsets were provided to each subject in Kamei and Markussen (2023), the
authors acknowledged that even a small ripple of laughter and sounds could contaminate the data. In contrast, gaming
is a purely independent, quite leisure activity.
Notice that with the gaming option, the incentive structure of the team task in the main phase is one of the socalled
staghunt gameif they are highly skilled. Each team member can earn a small material gain with certainty by
deviating from collaboration. However, they earn a large team payoff when all three team members work on the
counting task, if each of them can count numbers sufficiently quickly.
Second, there is a penalty of three pence per incorrect answer in the main tasksolving phase. This penalty is
imposed on the team that commits the error, not the whole group. Such penalties are commonly used in the real
workplace; for example, poor performance or mistakes can result in monetary or social sanctions, increased threat of
dismissal (through escalation procedures or informal threats), or reduced pay where performancerelated wages or
team bonuses are in place (see, e.g., Doellgast & Marsden, 2019; Gibbons & Henderson, 2013; McNamara et al., 2022).
The penalty is equally shared among the three members in the team (i.e., one penny is deducted from the payoff per
team member). In short, the payoff of member iin team kcan be expressed as Equation (1):
πcicg c ic rg(, ,)=20
,
ki k k i
n
nki
,
=1
3
(1)
where c
k
and
i
c
k
are the numbers of, respectively, correct and incorrect answers by team k,giis the time (minutes) that
member ispends in the Game screen, and ris perminute return from shirking. Notice that their work time is 35 g
i
as
they are not allowed to work while playing Tetris. Using the revenuesharing rule per group and the alternative leisure
opportunity, the aim is to model the work environment as a tension across teams between tasksolving and gaming
(i.e., social dilemma). As intended, gaming was a privately optimal option for almost all teams in the experiment
sessionssee Section 3.3.
Worker subjects are not informed of how many questions their teams or other teams answer correctly during the
35min tasksolving phase.
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Instead, at the end of the tasksolving phase they learn (a) the total number of correct and
FIGURE 2 (Continued)
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incorrect responses of their own team and (b) the total number of correct responses in their group. This setup is
realistic; for example, in manufacturing, the manager will learn how many defectives they have among mechanical
parts produced in a given day, only after quality checks at specified intervals.
At the beginning of the main tasksolving phase, the return from staying in the Game screen (r) could decrease from
18 to 16 pence/min. Notice that the size of the incentive change is very small at only two pence. This means that the
reduction policy can be thought of as a nondeterrent sanction policy, that is, a policy that does not alter the privately
optimal behaviors of workers in a group (e.g., Kamei, 2016; Tyran & Feld, 2006). As briefly reported in Section 3.3., this
interpretation turns out to be correct in the experiment: gaming was a privately optimal choice for almost all teams,
whether the reduction policy was in place or not, due to the strong incentives to free ride on other teams' work efforts.
The process to implement the reduction policy differs by treatment. There are two treatments, one with exogenous
imposition of the reduction policy (EXO[Exogeneous], hereafter), and one where the policy is endogenously selected
(ENDO[Endogenous], hereafter). In the EXO treatment, the policy is imposed in each group by the computer
randomly (i.e., with a probability of 50%). By contrast, in the ENDO treatment, the policy is implemented based on
majority voting by the three teams.
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The voting procedure follows three steps:
Step 1. The three members in each team are given 3 mins to discuss, using an electronic chat window (e.g.,
Kamei, 2019b; Luhan et al., 2009), whether they want to reduce the perminute earnings gained by staying in the Game
screen. The communication contents are not revealed to any other team. See Supporting Information Appendix A.3 for
a screen image of this step.
Step 2. After the 3min discussion, the three members each submit their preferred decisions. If the three submit the
same decision, it becomes their team vote. However, in the case of disagreement they can submit whatever they prefer,
in which case whichever receives at least two members' support is implemented as their team vote.
Step 3. The reduction policy is implemented in the group based on majority voting. Specifically, it is implemented
(not implemented) if it receives two or three supporting (opposing) team votes. All subjects in the group are informed
of the vote outcome and the number of supporting votes.
Notice that as the reduction policy, despite the size of the reduction being small, may encourage teams to work
harder through decreasing the material incentives to shirk, thereby leading to a higher payoff, groups may decide to
decrease such private returns by voting. As summarized in Table 1, there are four possible institutional outcomes in
this study.
2.3 |Theoretical predictions
Theoretical predictions on the dividend of democracy can be derived by setting a utility function for the player and then
finding their utilitymaximizing behavior. As shown in online Supporting Information Appendix B, a calculation
TABLE 1 Treatments, Distribution of Votes and Institutional Outcomes.
Treatment and
institutional outcome
Condition in which the policy
is/is not implemented # Subjects
# Of subjects in
proreduction teams
# Of subjects in
antireduction teams
ENDO treatment Voting 279 114 165
(i) Policy was implemented At least two teams vote for
the policy
108 75 33
(ii) Policy was not
implemented
At least two teams vote
against the policy
171 39 132
EXO treatment By the computer 273 ––
(i) Policy was implemented Randomly (50% probability) 123 ––
(ii) Policy was not
implemented
Randomly (50% probability) 150 ––
Total 552 114 165
Note: The numbers in the # of subjects in proreduction teamsand # of subjects in antireduction teamscolumns are based on the results of voting in the
experiment.
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suggests that teams work harder with than without the reduction policy in a given institutional condition (ENDO or
EXO), and that the positive effect is stronger in the ENDO than in the EXO treatment, for the following reasons. First,
the positive effect of the reduction policy holds theoretically for the EXO treatment because the policy reduces the
material incentives of shirking. As the reduction policy is imposed randomly in each group, in theory there are no
differences in individual characteristics between the groups where the policy is imposed or not. Thus, only the material
incentives matter in this treatment due to the lack of selection. Second, the positive effect is also applicable to the
ENDO treatment, not only due to the beneficial effects of incentive changes, but also possible selection effects through
voting. The reduction policy is enacted in the ENDO treatment only when the majority of teams support the policy.
Considering that teams who are better at solving the collaborative counting task can be assumed to incur smaller effort
costs for a given effort level, the beneficial effects of the policy on hard work exceed enhanced effort costs more easily
for such higherskilled teams. This means that higherskilled teams are more likely to enact the reduction policy by
voting, and to perform strongly in the ENDO treatment. In other words, the impact of the reduction policy is detected
more strongly in the ENDO treatment due to selection.
It should be worth remarking here that, theoretically, the positive effect of the reduction policy does not emerge
when tasksolving is too costly for teams. If the return from shirking as a team is much larger than the marginal return
from working, members in selfish teams will just stay in the Game screen even when the sorting effects are present in
the ENDO treatment.
The main hypothesis of the paper is on the dividend of democracy summarized below:
Hypothesis. Teams put more effort into tasksolving in the ENDO than in the EXO treatment,even after
controlling for possible selection effects.
The phenomenon summarized in this hypothesis is the socalled dividend of democracy. Its mechanism lies in the
democratic process that directly influences worker tendency (e.g., Dal et al., 2010,2019; Kamei, 2016; Sutter
et al., 2010; Tyran & Feld, 2006). In a workplace setting, Kamei and Markussen (2023) model this effect such that
workplace democracy lowers workers' marginal effort costs. A model similar to Kamei and Markussen (2023) supports
the hypothesis above; a decrease in the marginal effort costs driven by democracy results in hard work among teams
(see Supporting Information Appendix Bfor the detail). Part of the dividend of democracy can also be attributed to
signaling effects (e.g., Jensen & Markussen, 2022; Kamei, 2019a; Tyran & Feld, 2006).
It should be noted that identifying the dividend of democracy requires care because of the possible selection bias
already discussed (Dal et al., 2010,2019; Tyran & Feld, 2006). By design, proreduction teams are overrepresented
(underrepresented) in groups where the reduction policy was (was not) endogenously enacted. As voting behavior is
likely related to teams' skills and work behavior, group behaviors are not comparable between the ENDO and EXO
treatments unless the distributions of votes are balanced. The present paper adopts the weightsbased identification
strategyproposed by Dal et al. (2019). This estimation method uses weights under the whole population when
calculating the average behavior in the ENDO treatment, rather than the realized vote shares in specific institutional
outcomes. For instance, suppose that 50% of teams vote for the reduction policy and the policy is imposed in 50% of
groups. The % of proreduction teams would be much more (less) than 50% in groups where the policy is (is not)
endogenously imposed because of majority voting. Instead of the high (low) percentage in such groups, 50% is used as a
weight in calculating the average behaviors of proand antipolicy units with this method. The detail of the reweighting
method along with the data will be provided in Section 3.
3|POLICY PREFERENCES, AND THE DIVIDEND OF DEMOCRACY
A total of 552 students (279 for the ENDO treatment and 273 for the EXO treatment) at the University of York in the
United Kingdom participated in the experiment. No subjects participated in more than one session. The experiment
followed standard practices in economics, such as neutral framing. Supporting Information Appendix Aincludes the
procedure and the instructions.
Table 1of Section 2includes the distribution of team votes in the experiment. Consistent with the literature on
voting experiments among individuals (e.g., Aimone et al., 2013; Dal et al., 2010), it reveals that some teams vote to
reduce their private returns from shirking. It indicates that 40.9% of teams (=38/93 × 100%) voted for the reduction
policy. As a result of majority voting, the policy was enacted in 38.7% (=36/93 × 100%) of groups in the ENDO
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treatment. Table 1also shows a clear pattern of selection bias. In the ENDO treatment, the percentage of proreduction
teams was 69.4% (=25/36 × 100%) in groups where the policy was enacted, while the percentage was only 22.8% (=13/
57 × 100%) in groups where it was not enacted. Hence, proreduction teams were overrepresented (underrepresented) in
groups where the reduction policy was (was not) enacted in the ENDO treatment. This is a pattern similar to the
selection bias discussed in Dal et al. (2010,2019).
In fact, teams' support for the policy was positively correlated with their performance before voting. In the practice
phase, teams performed the task for only 3 mins under individualbased remuneration. The data indicate that teams
which voted for the reduction policy on average answered 1.001 questions correctly in the practice phase; their
performance was significantly better at twosided p< .01 (z= 4.230) than teams which voted against the policy (the
average number of correct answers by antireduction teams was 0.414). This pattern holds regardless of the institutional
outcome, that is, whether the policy was enacted or not (Supporting Information Figure C.1). This means that
proreduction teams may have characteristics different from antireduction teams. As shown in Supporting Information
Figure C.1, the performance of teams in the EXO treatment was somewhere in the middle of the proand antireduction
teams (was similar to that of antireduction teams) in groups where the policy was enacted (was not enacted).
In sum, selection bias must be controlled for when identifying the dividend of democracy in the data. This paper
utilizes the method proposed by Dal et al. (2019) to remove selection effects. Section 3first discusses the dividend of
democracy on work productivity, after which it discusses workers' effort choices in detail and their welfare
consequences.
Result 1. 40.9% of teams voted for reducing returns from staying in the Game screen. As a result of majority voting,
the reduction policy was enacted in 38.7% of groups in the ENDO treatment.
3.1 |Dividend of democracy on work productivity
The first key result of this study is the positive effect of democracy on work productivity. The dividend of democracy is
quite strong: around 20% on average. Consider, first, groups where the reduction policy was enacted. Productivity,
defined as the number of correct answers per minute of teamwork (i.e., per average time spent in the task screen by a
team member), is 0.594 in the ENDO treatment. The 0.594 means that if a team, that is, all three members, worked the
entire 35 mins of the tasksolving phase without playing Tetris, they would be able to answer on average 20.79
(=0.594 × 35) tasks correctly. This productivity is 28.5% larger than the productivity in the EXO treatment, which is
calculated as 0.462.
15
Part of the productivity increase can be attributed to selection bias as already discussed. Thus,
such bias must be controlled for to isolate the dividend of democracy by adjusting the weights,that is, the
distribution of votes. This paper follows Dal et al. (2019) calculating the reweighted productivity with the following
two steps:
Step 1. Calculate (a) the average number of correct answers and (b) the per member average work time, using as
weights the percentage of proreduction teams in the population (40.9%) rather than the percentages under the
reduction regime in the ENDO treatment (69.4%).
Step 2. Calculate (a)/(b).
The reweighted work productivity in the ENDO treatment found using these steps is still quite largethat is, 0.529,
14.5% larger than that in the EXO treatment.
Consider, next, groups where the reduction policy was not enacted. There is also a strong effect of democracy for
these groups. First, the productivity before reweighting was modestly different between the two conditions: 0.488 in the
ENDO and 0.431 in the EXO treatment. However, this mild difference is due to selection, in that proreduction teams
are underrepresented in the ENDO treatment, that is, these account for only 22.8% of teams (Table 1). Productivity after
reweighting was large, 0.539, in the ENDO treatment. This means that the dividend of democracy is 0.108
(=0.5390.431) correct answers per min. of teamwork, that is, a 25.1% increase in productivity. The fact that democracy
strongly affects behavior irrespective of the policy implementation outcome suggests that being involved in the
democratic process by itself, that is, democratic culture, affects their work motivation directly, which is consistent with
the idea that democracy directly enhances intrinsic motivations to work (e.g., Deci & Ryan, 1985,2000).
In sum, the reweighted dividend of democracy without the reduction policy (i.e., 0.539 vs. 0.431) was of almost a
similar magnitude to the one in groups with the reduction policy (0.529 vs. 0.462). This underscores the strong role of
democracy in improving productivity. For this reason, the two institutional outcomes (with or without the policy) are
pooled to statistically test the significance of the dividend of democracy (Table 2).
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Table 2reports test results for the dividend of democracy on work productivity using all of the data. To calculate
each pvalue, the estimates for the dividends of democracy were calculated 20,000 times based on sessionlevel
bootstrapping.
16
Panel A of Figure 3reports the distributions of estimated dividends of democracy. These reveal that
the size and the significance of the dividend of democracy are only slightly affected by the correction of the selection
bias. The overall impact is economically large: democracy boosts productivity by 20.02% (=(0.535 0.445)/
0.445 × 100%) and it is significant at the 5% level. Hence, it can be concluded that democracy by itself strongly
improves productivity.
Readers may also be interested in knowing how the dividend of democracy persists in the workplace. To answer
this question, work productivity measures are calculated by splitting the data into quarters of the experiment. It first
shows that experience does help improve teams' problemsolving skills, and hence their perminuteofteamwork
performance. Panel B of Figure 3indicates that, whether in the ENDO or EXO treatment, work productivity increased
from quarter to quarter. The dynamics also reveal that higher work productivity in the ENDO treatment, relative to
EXO treatment, was remarkably stable throughout the experiment. This means that fatigue (whether physical or
mental) and/or monotony may not weaken the dividend of democracy in the workplace.
17
Result 2. (a) There is strong evidence that democracy significantly boosted work productivity, defined as the
production per minute spent working. (b) The positive dividend of democracy persisted throughout the tasksolving
phase.
While the strong role of democracy is consistent with the findings from prior research on democracy using
experimental games,such as prisoner's dilemma and public goods games (e.g., Dal et al., 2010; Kamei, 2016;
Tyran & Feld, 2006; Sutter et al., 2010), it is at odds with the finding from the realeffortexperiment of Kamei and
Markussen (2023). In Kamei and Markussen (2023), subjects were assigned to a group of three and then worked
individually on either the counting task(e.g., Abeler et al., 2011; Falk et al., 2006) or the addition task(e.g., Corgnet
et al., 2015; Niederle & Vesterlund, 2007) on condition that a revenuesharing rule is in use and a funny video is
available as an alternative activity. Kamei and Markussen (2023) found little evidence of the effects of democratic task
selection. The null result was indeed a puzzle which Kamei and Markussen (2023) were not able to explain. A similar
null result for the dividend of democracy was also observed and posed as a puzzle in the realeffort experiment of Dal
et al. (2019) where internet surfing (e.g., Corgnet et al., 2015) was available as an alternative activity. So, why did we
get a strong dividend of democracy in the present study? A likely reason is that each team member had stronger
shirking opportunities in the present study. Subjects in the present experiment jointly solved a collaborative counting
task as a team in a group, unlike in the prior experiments where subjects individually solved an individual realeffort
task in a group. Specifically, while incentives to shirk as a decisionmaking unit (teams in this study or individuals in
the other research) in a group are the same, each team member in the present study has additional opportunities to
shirk by playing Tetris privately, that is, without notifying their other team members, whose structure features a
coordination game inside the team.
18
The difference between the present and the earlier experiments suggests that the
dividend of democracy may be more important in an environment where workers have stronger incentives to shirk.
TABLE 2 Dividend of democracy in work productivity.
(A) Using original weights (B) Using adjusted weights following Dal et al.
Team production per minute of its three members' working
a
(a) ENDO treatment 0.536 0.535
(b) EXO treatment 0.445 0.445
(c) Dividend of democracy (=(a) (b)) 0.091 0.090
Twosided pfor H
0
: (a) = (b)
b
0.036** 0.046**
Notes: The overall productivity measures in rows a and b were calculated using the distribution of policy implementation in the EXO treatment (i.e., % of
groups with policy: % of groups without policy = 123/273 : 150/273). The numbers in column (A) are productivity measures calculated using the original
distributions of voter types under institutional outcomes (proor antireduction teams) shown in rows (i) and (ii) under the ENDO treatment of Table 1. The
numbers in column (B) are productivity measures using the distribution of voter types in the population following the weightsbased identification strategy
proposed by Dal et al. (2019).
a
The number of correct answers per minute of teamwork
b
The pvalues were calculated using the bootstrapping procedure described in Dal et al. (2019). The number of bootstrap iterations was 20,000 (Figure 3).
**p< .05.
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3.2 |Effort choices and welfare
The larger size of work productivity (Result 2) does not mean that democracy improves production in the workplace.
Rows (I) and (II) of Table 3report the average numbers of attempts and correct answers in the main tasksolving phase.
The average results are reported by the policy implementation outcome because work behaviors differed substantially
by the presence of the reduction policy. It shows that teams attempted more questions and, as a result, answered more
questions correctly, in the ENDO than in the EXO treatment (rows I and II). However, the positive effects of democracy
are far from significant (columns 2, 2a, and 2b).
This insignificant impact, despite Result 2, was due to the workers' effort choices. As the collaborative counting task
was a relatively challenging realeffort task, shirking prevailed in the experiment.
19
Workers (although insignificantly)
(a)
(b)
FIGURE 3 Dividends of democracy for work productivity. (a) Distribution of bootstrapped dividends of democracy for productivity
based on Dal et al. (2019). (b) Dividend of democracy, quarter by quarter. (1) Each distribution in panel A was drawn using 20,000
estimated dividends of democracy based on bootstrap iterations. (2) The productivity measures of each quarter in panel B were calculated by
splitting the duration of the 35 tasksolving phase by four (e.g., the first quarter is the first 35/4 mins).
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shirked more on average in the ENDO treatment than in the EXO treatmentsee columns (2), (2a), and (2b) of row
(III). The higher incidence of shirking undermined the positive impact of enhanced work productivity, which resulted
in the insignificant effect on the two effort output measures. Thus, this result suggests that a firm needs to have some
mechanism to curb workers' effort choices beyond democracy if they want to increase production significantly, because
workers' discretion to decide how much to work may partly cancel out the sustained positive dividend of democracy.
However, it should be emphasized here that despite the increased shirking, team production did not decrease (instead
increased although insignificantly) thanks to Result 2 under democracy. This means that the same level of production
can be achieved under democracy in less work time.
One may wonder why democracy worsened shirking. One possible interpretation here is that democracy
enlarged workers' motivations to earn a high payoff in the experiment. The subjects may have perceived it to be
more payoffenhancing if they worked harder for a shorter duration and then secured certain gains from staying on
the Game screen once exhausted. Although it cannot be verified, this possibility may partly explain the behavior
since, despite Result 2(b), subjects may quickly have feelings of fatigue if their perminute effort levels rise. Having
said that, such a reduction in work time did not work well for the workers, since, while democracy did increase the
average payoff, the impact is insignificant after controlling for selection (row IV). This implies that their effort
choices were not optimal. But, if this conjecture is relevant, why did perceived fatigue play a large part in the
behavioral decisions of experiment subjects? A likely possibility is that Result 2 was still not enough to encourage
workers to choose putting in a greater effort over shirking. This possibility is quite reasonable as discussed
carefully in Section 3.3.
Result 3. Despite Result 2, democracy did not increase team production significantly, because workers under
democracy decreased work time to some degree.
TABLE 3 Work performance and the dividend of democracy.
Unweighted Reweighted
All data With policy Without policy All data With policy Without policy
(1) (1a) (1b) (2) (2a) (2b)
(I) Average number of attempts
(a) ENDO 19.49 25.28 14.74 18.81 20.53 17.40
(b) EXO 16.79 19.49 14.58 16.79 19.49 14.58
H
0
: (a) = (b) 0.151 0.043** 0.949 0.331 0.747 0.285
(II) Average number of correct answers
(a) ENDO 12.49 16.61 9.12 11.96 13.14 11.00
(b) EXO 10.49 12.12 9.16 10.49 12.12 9.16
H
0
: (a) = (b) 0.170 0.060*0.983 0.330 0.671 0.336
(III) Average per member time spent in the Game screen (minute)
(a) ENDO 12.14 7.05 16.31 12.60 10.14 14.61
(b) EXO 11.50 8.79 13.72 11.50 8.79 13.72
H
0
: (a) = (b) 0.664 0.345 0.236 0.534 0.594 0.711
(IV) Average payoff in the main tasksolving phase (pound sterling)
(a) ENDO 9.62 11.09 8.41 9.35 9.51 9.23
(b) EXO 8.29 8.68 7.97 8.29 8.68 7.97
H
0
: (a) = (b) 0.065*0.062*0.555 0.138 0.498 0.150
Notes: The pvalues were calculated using the bootstrapping procedure described in Dal et al. (2019). The number of bootstrap iterations was 20,000. The
numbers in columns (1), (1a), and (1b) were calculated using the original distributions of voter types under institutional outcomes (proor antireduction
teams) shown in rows (i) and (ii) of Table 1. The numbers in columns (2), (2a), and (2b) were calculated using the distribution of voter types in the population
following the weightsbased identification strategy developed by Dal et al. (2019). The overall measures in columns (1) and (2) were calculated using the
distribution of policy implementation in the EXO treatment (i.e., % of groups with policy: % of groups without policy = 123/273 :150/273).
*p< .1; **p< .05.
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3.3 |Privately versus socially optimal behaviors
This experiment was designed to model a social dilemma problem, that is, conflicts among teams, in the
workplace. Section 3.3 briefly checks the validity of this design setup, finding that its attempt was successful as
intended. This section also tries to find an answer as to why democracy was not enough to boost team production
in the experiment.
Since staying in the Game screen was remunerated with 16 or 18 pence/min, it is possible to calculate for what
percentage of teams tasksolving was a socially or privately optimal strategy (in the sense of material payoff
maximization). In order for tasksolving to be privately optimal, a team needs to be able to solve at least 0.80 = 16/20
(0.90 = 18/20) tasks correctly per minute when the reduction policy is (is not) in place. A detailed look at the data
(Supporting Information Appendix Table C1) indicates that gaming was a privately optimal choice for almost all teams
in the EXO treatment, whether the policy was in place or not. Specifically, it is so for 95.60% of teams (87 out of 91
teams) in the EXO treatment.
20
This implies that the reduction policy was nondeterrent in the experiment. Consistent
with the prior experimental evidence on exogenously introduced nondeterrent punishment (e.g., Kamei, 2016; Tyran &
Feld, 2006), the effect of the reduction policy was not large in the EXO treatment. Specifically, while the average
number of correct answers in the EXO treatment was larger with than without the reduction policy (12.12 vs. 9.16), the
difference was not significant at twosided p= .109 according to the bootstrap method used in the other tests of the
paper (the difference is significant but only at the 10% level, that is, p= .0707 if a twosided MannWhitney test is
used).
21
However, as intended, the socially optimal strategy was tasksolving for many teams. In order for tasksolving to be
socially optimal, a team needs to be able to solve at least 0.227 16/60 (0.30 = 18/60) tasks correctly per minute when
the reduction policy is (is not) in place. Overall, the social optimal condition was met for 61.6% of teams (56 out of 91
teams) in the EXO treatment. Notice that tasksolving is never privately optimal for teams whose tasksolving is not
socially optimal. Consistent with this incentive pattern, teams whose tasksolving was not socially optimal spent
significantly less time working on the task than the other teams at twosided p< .001 (15.29 vs. 28.63 mins in the EXO
treatment). The average number of correct answers per minute of working by the former was only 0.07, but that by the
latter was 0.54 in the EXO treatment.
In sum, the present experiment can be thought of as exploring workers' voting and effort choice decisions under
social dilemmas in the workplace when the target was a nondeterrent reduction policy.
Then, one may ask whether democracy might have altered the social dilemma situation to another one (e.g.,
coordination game), as arguably democracy not only enhances work productivity (Section 3.1), but also reduces effort
costs in tasksolving. Another look at the data, however, shows that the answer is negative. Specifically, a calculation
finds that gaming was a privately optimal choice for almost all teams in the ENDO treatment, that is, 91.40% of teams
(85 out of 93 teams); and tasksolving was a socially optimal choice for 61.3% (57 out of 93 teams) in that treatment
see again Supporting Information Appendix Table C1. These numbers are quite similar to those in the EXO treatment
already discussed.
The reason why worker behavior was characterized by Results 2 and 3 is explained by the theoretical analysis
summarized in Supporting Information Appendix B. The model there assumes that, following the prior research
findings, democracy eases a worker's effort cost, and it also boosts their productivity (its positive effect on work
productivity is a parameter μin that model). μ> 0 was confirmed by the experiment data as summarized in Result 2.
The team's optimal effort provision can then be determined by the relative strength between (a) work productivity
(s+μin the theoretical model, where sis the marginal return of effort provision by team i) and (b) the material
incentives to shirk by staying in the Game screen. Theoretically, the positive value of μ(Result 2) possibly changes the
materially beneficial choice from gaming to tasksolvingsee Supporting Information Appendix Figure B.2. However,
the analysis in the Supporting Information Appendix indicates that if the impact on work productivity is not
economically large enough, gaming is still the most materially beneficial activity even when teams have a statistically
significant dividend of democracy. This is exactly what the above calculations on privately versus socially optimal
choices in the experiment data demonstrate. The calculations clearly reveal that democracy did not change the
underlying private incentives in the experiment. This means that additional mechanisms on top of democracy would be
required to change the incentive structure so that tasksolving becomes a privately optimal choice for workers, if the
group wants to increase production.
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4|UNDERSTANDING SACRIFICE BEHAVIOR: COMMUNICATION
CONTENTS
The present experiment provides a useful opportunity to explore workers' reasoning behind their decisions to reduce
private returns from shirking as communication contents are available. While the decision data not only uncovered
some subjects' preferences to reduce their private returns but also detected a significant dividend of democracy on work
productivity (Section 3), it is still unclear what drove such behavioral patterns.
Two independent coders were hired to read and classify the communication contents based on their judgment of
the subjects' motives. Specifically, a list of codes was designed by the authors, based on the theoretical predictions of the
setup and related literature, that could potentially reflect a subject or teams reasoning and/or behavior. The list was
given to the coders to assign whichever codes (including none) they deemed relevant to a given communication log.
The coding procedure follows Kamei and Tabero (2022) which utilized the standard coding approach in economics to
analyze teams' behavioral reasoning in the context of institutional choices based on intrateam communication logs.
The detail of the coding procedure and the full lists of codes used for the present paper can be found in Supporting
Information Appendix Sections D.1 and D.2.
The agreement rates and Cohen's Kappa values (Cohen, 1960) can be used to judge the consistency of the coding
process between the two coders. Overall, the agreement rates (Kappa values) between the two coders were 96.9% (0.87)
and 94.8% (0.78) in the ENDO and EXO treatments, respectively. The Kappa values are at least 0.4 for 92.5% and 78.0%
of individual codes in the ENDO and EXO treatments, respectively (Supporting Information Appendix Section D.3). As
a Kappa value of 0.4 is usually used as a threshold for a researcher to judge the reliability of coding, we use only the
codes that exceed this boundary in this analysis.
Table 4summarizes the list of codes that are found to have impacted the units' voting significantly at least at the
10% level. Their voting is clearly linked to their intention regarding what to do during the main tasksolving phase
(Code Bs): while units supported the reduction policy if they planned to focus on tasksolving, they opposed it if they
were considering using the game screen. The coding category linked to pro/antipolicy reasoning (Code Cs) reveals clear
motives behind the policy preferences. While the policy is nondeterrent, those who voted in favor of it did so to deter
others from shirking (Code C1). On the other hand, those who intended to game or believed that the policy was too
weak to alter shirking opposed its enaction. Lastly, unsurprisingly, their views on materially beneficial behavior and
team atmosphere influenced voting. Specifically, units that believed their privately optimal behavior was tasksolving
supported reducing the return from gaming. By contrast, units who experienced discomfort or poor performance from
tasksolving in the practice phase opposed such a reduction. While teams with a positive atmosphere (E2) supported
the reduction policy, those with poor or lacking communication opposed it (E5).
TABLE 4 Significant code meanings and its impact on voting for the reduction policy.
Code Meaning Direction
B1 Agree/imply to count as the primary behavior (+)***
B2 Agree/imply to game as the primary behavior ()*
B3 Agree to hybrid behavior, for example, so many tasks/minutes before switching to the game screen ()**
B4 Agree to discuss, decide, and/or alter behavior during the counting task later (35min phase) based on
performance/needs in Phase 2
()**
C1 Propolicy to deter others from switching to the game screen by reducing the return (monetary deterrence) (+)***
C8 Antipolicy as they intend to game for at least some of the tasksolving period ()***
C11 Express that the policy is not strong enough to deter others from switching to the game screen (monetary) ()**
D2 Believe they as a team make the most money from counting (+)***
D5 Discuss their performance or comfort in Phase 1 (weak/negative) ()**
E2 Positivity towards teammates, for example, attempts to encourage others or being supportive (+)*
E5 No communication from just one or two team members ()***
Notes:+()InDirectionmeans the reasoning en(dis)courages voting for the policy.
*p< .1; **p< .05; ***p< .01.
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Result 4. The units that planned to exclusively work on tasksolving, believed that the reduction policy would deter
others from shirking, or those that had supportive team atmospheres, voted for the reduction policy. However, those
who previously experienced discomfort or poor performance from working, considered (even only potentially) using
the Game screen, believed that the policy was too weak to alter peers' shirking, or had poor communication with their
teammates, voted against the reduction policy.
As summarized in Result 4, units' commitment to tasksolving and their intention to affect others' shirking were the
drivers behind their votes in favor of the reduction policy. To explore how policy implementation outcomes affected
units' behaviors, coding analyses were further performed using the communication logs of the 35min tasksolving
phases (Table 5). Three similar tendencies were observed for both the ENDO and EXO treatments. First, those who
TABLE 5 Reasoning behind work choice and productivity.
Code Meaning Direction
Codes related to reactions to vote outcome in ENDO (Code Fs) or policy outcome in EXO (Code Is)
(ENDO treatment)
F1 Express negative emotions (e.g., upset and anger) about the outcome of the vote (wt)***
F3 Agree/imply to count as the primary behavior (wt+)***, (p+)***
F4 Agree/imply to game as the primary behavior (wt)***,(p)***
F5 Agree to hybrid behavior, for example, so many tasks/minutes before switching to the
game screen
(wt)**,(p)*
F6 Agree to discuss, decide, and/or alter behavior during the counting task later (35min phase)
based on performance/needs in Phase 2
(p)*
F7 Express belief/hope that other teams will complete tasks following the vote (wt+)***, (p+)**
F8 Express belief that teams will not complete tasks following the vote (wt+)***, (p+)***
F9 Discuss the distribution of votes and predict how each team may respond to one another (wt+)***
F13 Belief on other teams' responses: antipolicy teams will work little (p)***
F15 Discuss whether to change behavior based on the vote outcome (wt+)***
(EXO treatment)
I1 Express negative emotions (e.g., upset and anger) about the policy outcome (wt)***,(p)***
I4 Agree/imply to game as the primary behavior (wt)***,(p)***
I5 Agree to hybrid behavior, for example, so many tasks/minutes before switching to the
game screen
(wt)***,(p)**
I6 Agree to discuss, decide, and/or alter behavior during the counting task later (35min phase)
based on performance/needs in Phase 2
(wt)*
Other codes (the same codes were used for the ENDO and EXO treatments)
G4 Expression of strong negative emotion, for example, frustration, anger, disappointment (p***, Exo)
G5 Expression of strong positive emotion, for example, enjoyment, things are going well (wt+***,p+**, Exo)
D4 Discuss their performance or comfort in Phase 1 and/or so far in Phase 2 (strong/positive) (wt+***,p+***, Endo)
D5 Discuss their performance or comfort in Phase 1 and/or so far in Phase 2 (weak/negative) (wt***,p***, Endo),
(wt**, Exo)
D8 Discuss uncertainty surrounding other teams' work choices or abilities (wt***,p**, Exo)
D9 Suggest distrust of other teams, for example, expect them to take advantage (wt***,p***, Endo)
Notes: wt and p in the Directioncolumn indicate two work performance measures: work time (minutes) and productivity defined as the number of correct
answers divided by the work time. + () means the reasoning in(de)creases the performance measures. All significant codes are listed for Codes Fs and Is,
while only some key codes are included for the other coding categories to conserve space (Supporting Information Appendix D4 includes the full estimation
results).
*p< .1; **p< .05; ***p< .01.
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reacted negatively to the implementation outcome tended to work less (F1, I1). Such negative reciprocal tendencies
were unsurprising considering the large findings of otherregarding preferencessee, for example, Sobel (2005) and
Fehr and Schmidt (2006). Second, a unit's plan to work on counting or engage in gaming affects performance (F3, F4,
F5, F6, I4, I5, I6), similar to Result 4. Third, units' positive and negative experiences of tasksolving, respectively,
improve and hurt performance (G4, G5, D4, D5).
The results reveal signaling effects of voting on tasksolving, and some nuanced evidence about the teams' dividends
of democracy seen in Result 2. First, units that considered the distribution of votes to predict others' tasksolving or
discussed changing behavior worked longer (F9, F15). Second, units who believed that other teams would complete
tasks following the vote performed strongly (F7), resonating with the idea that voting has a signaling value, thereby
encouraging collaboration. Further, even units who thought that others would not respond to the reduction policy
improved their performance (F8), which implies democracy directly affects behavior beyond signaling. Nevertheless, its
effects are canceled out if an antipolicy team is present in a group and units have a negative view of the tasksolving
behavior of the antipolicy team (F13).
5|CONCLUSION
Teams are popular decisionmaking and work units in organizations that feature a complex coordination problem.
Overcoming moral hazard among teams in the workplace plays a crucial role in maintaining productivity in the firm,
whether in the traditional work environment or in a remote working setting, such as that triggered for many by the
Covid19 crisis. The present paper investigated how frequently groups reduce the return from shirking by enacting a
formal nondeterrent sanction policy, and how such endogenous choices per se improve work productivity. To achieve
this, a novel realeffort experiment was designed, equipped with (a) a collaborative counting task featuring an
intrateam coordination game and (b) gaming (Tetris) as a real leisure activity. The experiment results showed that
around 40% of teams voted to reduce the return from staying on the Game screen. A contents analysis using teams'
communication logs showed that such voting was driven by not only their commitment to work on counting but also
their belief that the reduction policy would deter others from shirking.
The decision data uncovered a significant and strong dividend of democracy on work productivity. Strikingly,
whether the policy was enacted or not, teams in the ENDO treatment displayed significantly higher perworktime
production than those in the EXO treatment. This means that democratic culture directly affects behavior positively.
However, the workers under democracy also experienced higher levels of shirking, that is, the time spent on the Game
screen was larger in the ENDO than in the EXO treatment, presumably driven by their enhanced fatigue due to the
more intensive working in the former. This implies that while additional mechanisms that affect incentives besides
democracy may be required to increase production, democracy may improve efficiency. What kinds of mechanisms
would work best to instead increase production further remains for future research. Having said that, it should be
emphasized here that the average production of the workers under democracy did not decrease (it increased, although
insignificantly) thanks to their strong perworktime production.
The findings on the positive dividend of democracy on work productivity have a policy implication for effective
human resource and management practices. While prior research suggests that innovative human resource
management involving worker participation (such as that in production sites) leads to better work performance
(e.g., Ichniowski et al., 1997), it is unclear how democracy affects behavior, as earlier realeffort experiments failed to
detect strong dividends of democracy (e.g., Dal et al., 2019; Kamei & Markussen, 2023). Using an environment with
strong shirking incentives, the present experiment suggests that organizations with a shared goal can benefit from
introducing participatory decisionmaking with their employees or group members, by potentially improving their
work productivity. Even when democracy induces the workers to work less, the improvement in productivity allows for
achieving a production goal with fewer working hours.
The effect of democratic culture in achieving the same goal in less work time collaborates with recent work style
reform. There is a trend to transform the traditional workplace into an employeecentered workplace in many
countries. For example, in the United Kingdom, some firms recently tested 4day work weeks to make working
conditions flexible to meet the different needs of employees.
22
Having higher work productivity in a democratic
environment certainly helps firms achieve the same or potentially better outcomes with fewer working hours. This
boost to productivity is achieved through enhanced selfdetermination and signaling effects; workplace democracy
provides the workers with the ability to foster trust with each other and to indicate their intentions or desire to
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cooperate through democratic procedures such as voting, and the recipients can then respond to these signals. Such a
social exchange may be fundamental for workers to achieve collaboration by reducing uncertainty surrounding each
other's behavior in a democratic workplace environment. The firm may create a positive and collaborative atmosphere
and improve productivity by designing democratic systems in multiple layers and activities across the organization
(Smith & Bliege Bird, 2000; Smith & Bliege Bird, 2005).
ACKNOWLEDGMENTS
This project was supported by a grantinaid from the Murata Science Foundation. Durham University and the
Northern Ireland and North East Doctoral Training Partnership (ES/P000762/1) provided additional funding support.
The authors thank John Hey and Mark Wilson (an IT manager at the University of York) for their support in recruiting
subjects, and Louis Putterman and Pedro Dal for helpful comments.
DATA AVAILABILITY STATEMENT
The data that support the findings of this study are available from the corresponding author upon request.
ORCID
Kenju Kamei http://orcid.org/0000-0002-7905-8584
ENDNOTES
1
The difficulty in sustaining cooperation has also been widely discussed in the theoretical literature on the voluntary provision of public
goods (e.g., Bergstrom et al., 1986; Samuelson, 1954).
2
In general, actors' many decisions are characterized as costly signaling in modern societies. Examples include the job market, in which
applicants invest in education or other qualifications to indicate their quality (Spence, 1973), or at the firm level by which firms indicate
their quality to other firms, the market, or other stakeholders through investment in high profile board members, awards, alliances, or
underpricing (see Bergh et al., 2014 for a review and examples).
3
Empirically, people are known to choose transaction partners in dilemma situations based on factors that inform the quality of that
partner. Elfenbein et al. (2012), using a novel data set composed of more than 160,000 eBay listings, successfully demonstrated that in
online marketplaces, buyers tend to purchase products tied to charity, and thus sellers have incentives to use a charity program (e.g.,
eBay's Giving Works program) as a quality signal.
4
Bisetti et al. (2022) propose a selfreporting mechanism in which a team's pay is based on their observed joint output and their team's
selfreported performance. They prove that a team has the incentive to underreport their group's performance (sacrifice wages for all in
the team) as a punishment to freeriders, thereby enabling them to achieve higher welfare.
5
Strengthening monitoring increases the probability that cyberloafing is detected and penalties are assigned, thereby reducing workers'
incentives to cyberloaf. As will be described soon, for the sake of simplicity, the present paper considers a policy to reduce material
returns from shirking deterministically in the workplace in the experiment.
6
Knez and Simester (2001) argued that work groups may voluntarily strengthen mutual monitoring within their groups to obtain a bonus
through achieving a firmlevel goal.
7
Moonlighting is increasingly common in some countries because it is encouraged by the government. For example, lifetime employment
was a common practice in Japan traditionally. However, the Japanese Ministry of Health, Labour and Welfare published the Guidelines
for Promotion of Side Workand deleted the description of prohibition of subsidiary business from The Model Rules of Employment
in 2018.
8
This very rarely happened in the experiment. All three members submitted the same answers in 96.9% of teams' submissions in the
experiment (3176 out of 3278 completed tasks in the 62 experiment sessions). The authors read through all the communication dialogues
and their submitted answers, and found that almost all disagreements are errors or typos. The mean number and the mode of
disagreements across all teams that disagreed were, respectively, 1.72 and 1. The size of the error rate is unsurprising because the average
number of attempts for these teams was 24.14 questions, above the average of 17.81 for the experiment, which might increase potential
errors in typing.
9
The authors read through the communication dialogues and found no team to have broken the anonymity rule.
10
The practice phase and the main tasksolving phase are called phase 1and phase 2in the experiment instructions.
11
To avoid cognitive overload, subjects are provided with instructions for the practice phase only at the beginning of the experiment.
Instructions for the main tasksolving phase are distributed once the practice ends. Such gradual learning approach is often taken in
experiments (e.g., Ertan et al., 2009; Kamei & Tabero, 2022; Kamei et al., 2015).
18
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12
This return can be thought of as material returns that can be obtained from shirking in the real workplace. Shirkers may build their
social network using social media or by exchanging emails during work time, develop skills to benefit future job prospects, complete
personal tasks, or even moonlight privately as in the realworld example described in the introduction of the paper. Such activities may
not only provide intrinsic satisfaction but may also provide material benefits. A similar designing approach was chosen by Kamei and
Markussen (2023) where an activity alternative to solving a realeffort task is to watch a funny video. Subjects in Kamei and Markussen
(2023) received a small return per minute watching the videos.
13
As discussed later, the present paper uses the weightsbased identification strategyproposed by Dal et al. (2019) to identify the
dividend of democracy. The requirement to use this method is that teams' types are independently drawn and their behavior only
depends on the team's own type. It is therefore essential to avoid dynamic interactions across teams including information feedback.
14
While another realistic voting method is a unanimity rule (consensus), this study adopted majority voting because the interpretation of
data becomes complex when the unanimity rule is in use as it possibly involves strategic voting among voters (e.g., Battaglini et al., 2010;
Kamei, 2019a).
15
The average number of correct answers and average per member working/shirking time by institutional condition can be found in
Table 3.
16
Each estimate was calculated using 62 sessions randomly drawn from the set of the original 62 sessions.
17
An analysis in Section 3.2 suggests that workers in the ENDO treatment did not accumulate fatigue with a higher work pace, as they
instead increased the time spent in the Game screen.
18
A team cannot complete a task while some member is shirking. Such shirking is also interpreted as maliciousness or lack of team spirit
towards members who are motivated and are waiting for the shirker's input to find the answer.
19
The high difficulty in finding answers to the realeffort task is a crucial feature of the experiment, which was intentionally designed.
Notice that if the tasks were easy, worker subjects would work hard with small output elasticity of incentive changes in this kind of real
effort experiment (Corgnet et al., 2015; Erkal et al., 2018). A challenging realeffort task and an availability of alternative activities
(Tetris) were thus carefully incorporated in the design to make the output elasticity of incentives sufficiently large.
20
Material incentives did matter for workers' effort choices. In the EXO treatment, the four teams for which tasksolving was privately
optimal worked on counting on average 31.80 mins, which is significantly larger at twosided p= .0015 than the average work time by
the other 87 teams where gaming was privately optimal (which was 23.12 mins)see Supporting Information Table C1.
21
The effect of the reduction policy was apparently strong in the Endo treatment (see Table 3for the numbers). The average number of
correct answers in the Endo treatment was significantly larger with than without the reduction policy at twosided p= .001*** (.0020***)
according to the bootstrap method (a MannWhitney test). However, this strong effect is just due to selection. The difference was not
significant at twosided p= .388 when using the bootstrap method with the distribution of votes in the population being the weights
following Dal et al. (2019). Recall that democracy enhanced work productivity in the experiment similarly regardless of whether the
policy was imposed or not (Result 2), whose aspect makes the effect of the policy in itself small.
22
For example, see the following BBC news: https://www.bbc.co.uk/news/business-64669987 (last accessed on April 21, 2023).
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SUPPORTING INFORMATION
Additional supporting information can be found online in the Supporting Information section at the end of this article.
How to cite this article: Kamei, K., & Tabero, K. (2023). Free riding, democracy, and sacrifice in the workplace:
Evidence from a realeffort experiment. Journal of Economics & Management Strategy,121.
https://doi.org/10.1111/jems.12570
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Purpose We show that employee ownership is more efficient than control by external capital owners/employers. This complements the empirical evidence for benefits of employee ownership surveyed by Mygind and Poulsen (2021), Kruse (2022) and Dow (2003), and the normative political case for democratising work made by Ellerman (1975, 2022), Ferreras et al. (2022), Piketty (2022) and others. Of course, efficiency issues are usually important in economic evaluation. Design/methodology/approach Worker mobility or “exit” is generally costly, so employers with residual control have monopsony power to exploit workers with non-contractible job utility – who are thus less than perfectly mobile and, in the absence of collective bargaining, lack countervailing “voice”. Findings The potential for wasteful conflict and exploitation is inherent in the employment relationship, and socially optimal effort is unlikely to be achieved. We show that economic efficiency in a “sticky” world (Banerjee and Duflo, 2019) with imperfect information and incomplete contracting actually requires residual control by workers rather than just capital-labour parity in “democratic socialism”, so labour should hire capital rather than vice versa. Originality/value The “labour hires capital” allocation of rights contrasts with the traditional power of capital-owning employers who claim the firm’s residual income and control of hired employees. Such shareholder primacy not only deprives employees of their rights of self-determination and generates conflict, but also, and less obviously, generally fails to attain the efficient effort-output trade-off.
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A novel laboratory experiment is used to show that mismatching between task preferences and task assignment strongly undermines worker performance and leads to free riding in teams. Unlike prior experiments using real effort tasks, task preferences are elicited from all workers. Under team-based remuneration (revenue sharing), free riding is significant, but this effect is largely driven by those working on undesired tasks. Workers’ endogenous sorting into tasks improves productivity as it mitigates task mismatching although workers’ task selection per se has only small effects on work performance and effort provisions beyond the positive sorting effects. This paper was accepted by Yan Chen, behavioral economics and decision analysis.
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Authors' note: The lack of recognition of the effectiveness of punishment on employee productivity blinds the need for action to protect workers’ welfare. ################################################################ Abstract: This paper investigates the theoretical and empirical relationships between organisational punishment and productivity. We do so by highlighting the contributions of two academic fields to this topic: management and economics. We underscore the many common theoretical and empirical grounds across management and economics. We heighten, in particular, how motivation and learning theories have contributed to the development of both theoretical and empirical research on this topic. This paper also argues that this debate could be significantly advanced if insights stemming from industrial relations and labour process theory were also considered since these disciplines have traditionally focussed on macro-issues such as how changes in the economic/institutional contexts may affect the likelihood that organisations will resort to punishment. In order to foster future research on this topic, three research themes were developed: a) freedom of choice and the role of contract completeness; b) perception of punishment, monitoring, and productivity; and c) punishment, productivity and exogenous variables.
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Exogenously imposed infinite repetition is known to mitigate people’s uncooperative behaviors in dilemma situations with partner matching through personal enforcement. One as yet unanswered question is whether people collectively choose to interact with each other under the partner matching condition when there exists an alternative possibility under random matching. In an indefinitely repeated public goods game framework, I let subjects democratically choose whether to (i) play with pre-assigned specific others for all rounds or to (ii) play with randomly matched counterparts in every round. The experimental results revealed that most groups collectively opt for the partner matching protocol. The data also indicated that groups achieve a higher level of cooperation when they democratically select the partner matching protocol by voting, relative to when the same option is exogenously imposed. These findings imply that people’s equilibrium selection may be affected by how the basic rules of games are introduced (endogenously or exogenously). The paper provides further evidence to suggest that the positive effect of democratic decision-making is stronger when the majority voting rule, rather than the unanimity rule, is applied.
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This article compares performance management practices in call centres from four telecommunications firms in the United Kingdom, France, Denmark, and Germany. Findings show that different combinations of institutional constraints, such as strong job security protections, and participation resources supporting worker voice were influential in shaping choices among policies to motivate and discipline workers. Performance management most closely approached a high‐involvement model where both constraints and resources were high, where worker representatives were able both to restrict management's use of sanctions and to establish procedures that improved the perceived fairness of incentives. Findings contribute to debates concerning the role of contextual factors in the design and effectiveness of HRM.
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This book brings together classic writings on the economic nature and organization of firms, including works by Ronald Coase, Oliver Williamson, and Michael Jensen and William Meckling, as well as more recent contributions by Paul Milgrom, Bengt Holmstrom, John Roberts, Oliver Hart, Luigi Zingales, and others. Part I explores the general theme of the firm's nature and place in the market economy; Part II addresses the question of which transactions are integrated under a firm's roof and what limits the growth of firms; Part III examines employer-employee relations and the motivation of labor; and Part IV studies the firm's organization from the standpoint of financing and the relationship between owners and managers. The volume also includes a consolidated bibliography of sources cited by these authors and an introductory essay by the editors that surveys the new institutional economics of the firm and issues raised in the anthology.
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We re‐examine the ability of teams to credibly self‐impose group punishments and prevent free‐riding when individual inputs are unobservable. We formulate self‐imposed group punishments as performance under‐reporting by the team. While under‐reporting is not credible in a static game, we show that simple strategies can sustain under‐reporting in a repeated game, and that the threat of under‐reporting improves welfare only if team members' preferences between shirking and team output consumption are non‐separable. Our results suggest that self‐assessments can replace increased managerial monitoring in remote work environments. This article is protected by copyright. All rights reserved
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A number of papers document that rules governing social dilemmas work better when implemented democratically than when imposed from above (the “effect of democracy”). This paper presents a theoretical model of the effect of democracy and uses laboratory experiments to test a key prediction emerging from the model, namely that the effect of democracy is stronger in small than in large communities. Results from a prisoner's dilemma experiment show that an effect of democracy is present in groups of all sizes but decreases strongly and becomes less persistent as the number of group members increases. In some respects, therefore, democracy appears to work best in small groups.
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In his Discourses (1755), Rousseau argues that inequalities of rank, wealth, and power are the inevitable result of the civilizing process. If inequality is intolerable - and Rousseau shows with unparalledled eloquence how it robs us not only of our material but also of our psychological independence - then how can we recover the peaceful self-sufficiency of life in the state of nature? We cannot return to a simpler time, but measuring the costs of progress may help us to imagine alternatives to the corruption and oppressive conformity of modern society. Rousseau's sweeping account of humanity's social and political development epitomizes the innovative boldness of the Englightment, and it is one of the most provocative and influential works of the eighteenth century. This new translation includes all Rousseau's own notes, and Patrick Coleman's introduction builds on recent key scholarship, considering particularly the relationship between political and aesthetic thought.