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Measuring Trust in Social Networks

Measuring Trust in Social Networks. Tanya Rosenblat (Wesleyan University, IQSS and IAS) March 2, 2006. Motivation. Trust game focuses on trust between strangers. We are interested in trust between agents in a social network.

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Measuring Trust in Social Networks

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  1. Measuring Trust in Social Networks Tanya Rosenblat (Wesleyan University, IQSS and IAS) March 2, 2006

  2. Motivation • Trust game focuses on trust between strangers. • We are interested in trust between agents in a social network. • Specifically, we want to know how trust varieswith social distance.

  3. Trust & Social Distance: Channels Preferences: We trust friends more because they like us more. Beliefs: We trust friends more because we know their type (reliability for example). Enforcement: We trust friends more because we interact more frequently with them and can punish them better.

  4. Example 1 • Andy consider lending money to Guillaume. • Preferences: Andy thinks Guillaume likes him and won’t inconvenience him by repaying late. • Beliefs: Andy knows that Guillaume is a reliable person – he is less sure of the reliability of people he knows less well. • Enforcement: Andy sees Guillaume every day and will hide Guillaume’s cigarettes or commit some other cruelty if he doesn’t repay in time.

  5. Example 2 • Muriel asks Tanya to look after her house and take care of financial matters while she travels. • Preferences: Muriel thinks Tanya likes her and will exert some effort to avoid penalties (from unpaid paying utility penalties etc.). • Beliefs: Muriel thinks Tanya is more reliable than Guillaume who’ll set the house on fire. • Enforcement: Muriel sees Tanya often and can punish her if Tanya doesn’t keep her promise to look after the house.

  6. First Experiment: Web-based • Social networks in two student dorms (N=569) • Preferences: use modified dictator games as in Andreoni-Miller (2002) to measure how altruistic we expect our friends to be and how altruistic they actually behave towards us (as compared to strangers). • Enforcment: Two within subject treatments to check for enforcement channel: (T1) recipient finds out and (T2) recipient does not find out.

  7. Second Experiment: Field • Two shantytowns in Lima, Peru (300 households each) • Use a new microfinance experiment which requires clients to find sponsors who cosign their loan. Our experiment simulates the situation: whom do I approach if I need money? • We randomize interest rates to measure how much easier it is to ask a friend for money than a socially more distant neighbor. • Clients’ choices reveal the sum of preferences/belief/enforcement channels.

  8. House Experiment Methodology

  9. House Experiment: Methodology • Stage I: Network Elicitation Game • Choose two student dorms (N=802). About 50 percent of friends inside dorm. • 569 subjects complete baseline survey. • Stage II: Modified Dictator Games • Half the subjects are allocators and play modified dictator games with 5 recipients of various social distance. • The other half of subjects are recipients and are asked about beliefs of how 5 randomly chosen allocators at various social distance allocate tokens.

  10. Stage I: Network Elicitation Goal: high participation rate to get as complete network as possible • Web-based • Use a novel coordination game with monetary payoffs to induce subjects to reveal their social network. • Subjects name up to 10 friends and one attribute of their friendship (how much time they spend together during the week on average). Earnings: participation fee plus experimental earnings

  11. Network Elicitation Game: Tanya names Alain Tanya Alain

  12. Network Elicitation Game: Tanya Alain Tanya and Alain get both 50 cents with 50% probability if they name each other. Tanya Alain

  13. Network Elicitation Game: Tanya Alain Probability of receiving 50 cents increases to 75% if Tanya and Alain agree on attributes of friendship as well (time spent together). Tanya Alain

  14. Network Data • In addition to the network game • Know who the roommates are • Geographical network (where rooms are located in the house) • Data from the Registrar’s office • Survey on lifestyle (clubs, sports) and socio-economic status

  15. Network Data: Statistics • House1 - 46% (259); House2 - 54% (310) • Sophomores - 31%(174); Juniors - 30% (168); Seniors - 40% (227) • Female - 51% (290); Male - 49% (279) • 5690 one-way relationships in the dataset; 4042 excluding people from other houses • 2086 symmetric relationships (1043 coordinated friendships)

  16. Symmetric Friendships

  17. Symmetric Friendships The agreement rate on time spent together (+/- 1 hour) is 80%

  18. Network description • Cluster coefficient (probability that a friend of my friend is my friend) is 0.58 • The average path length is 6.57 • 1 giant cluster and 34 singletons • If we ignore friends with less than 1 hr per week, many disjoint clusters (175).

  19. Stage II: Game Phase • Use Andreoni-Miller (Econometrica, 2002) GARP framework to measure altruistic types • Modified dictator game in which the allocator divides tokens between herself and the recipient: tokens can have different values to the allocator and the recipient. • Subjects divide 50 tokens which are worth: • 1 token to the allocator and 3 to the recipient • 2 tokens to the allocator and 2 to the recipient • 3 tokens to the allocator and 1 to the recipient

  20. Stage II: Game Phase • Half the subjects have role of allocator and the other half are recipients.

  21. Stage II: Game Phase • Half the subjects have role of allocator and the other half are recipients. • Recipients are asked about their beliefs of how 7 possible allocators split tokens in all three dictator game. • Allocators are asked to allocate tokens between themselves and 5 possible recipients PLUS one anonymous recipient.

  22. Stage II: Game Phase • Half the subjects have role of allocator and the other half are recipients. • Recipients are asked about their beliefs of how 7 possible allocators split tokens in all three dictator game. • Allocators are asked to allocate tokens between themselves and 5 possible recipients PLUS one anonymous recipient. • Two within treatments (all subjects): for each pair we ask about beliefs/allocations if the recipient (T1) does not find out who made the allocation and (T2) does find out.

  23. Stage II: Game Phase • Half the subjects have role of allocator and the other half are recipients. • Recipients are asked about their beliefs of how 7 possible allocators split tokens in all three dictator game. • Allocators are asked to allocate tokens between themselves and 5 possible recipients PLUS one anonymous recipient. • Two within treatments (all subjects): for each pair we ask about beliefs/allocations if the recipient (T1) does not find out who made the allocation and (T2) does find out. • Recipients and allocators are paid for one pair and one decision only.

  24. Recipients Recipients are asked to make predictions in 7 situations (in random order): 1 direct friend; 1 indirect friend of social distance 2; 1 indirect friend of social distance 3; 1 person from the same staircase; 1 person from the same house; 2 pairs chosen among direct and indirect friends Share staircase Indirect Friend 2 links Indirect Friend 3 links Same house

  25. Recipients Recipients are asked to make predictions in 7 situations (in random order): 1 direct friend; 1 indirect friend of social distance 2; 1 indirect friend of social distance 3; 1 person from the same staircase; 1 person from the same house; 2 pairs chosen among direct and indirect friends A possible pair Share staircase Indirect Friend 2 links Indirect Friend 3 links Same house

  26. Stage II: Recipients • Recipients make predictions about how much they will get from an allocator in a given situation and how much an allocator will give to another recipient that they know in a given situation. • One decision is payoff-relevant: • => The closer the estimate is to the actual number of tokens passed the higher are the earnings. Incentive Compatible Mechanism to make good predictions Get $15 if predict exactly the number of tokens that player 1 passed to player 2 For each mispredicted token $0.30 subtracted from $15. For example, if predict that player 1 passes 10 tokens and he actually passes 15 tokens then receive $15-5 x $0.30=$13.50.

  27. Allocators For Allocator choose 5 Recipients (in random order): 1 direct friend; 1 indirect friend of social distance 2; 1 indirect friend of social distance 3; 1 person from the same staircase; 1 person from the same house. Share staircase Indirect Friend 2 links Indirect Friend 3 links Same house

  28. Stage II: Allocators • We also ask allocator to allocate tokens to an anonymous recipient. • All together they make 6 times 3 allocation decisions in T1 treatment (recipient does not find out) and 6 times 3 allocation decisions in T2 treatment (recipient finds out).

  29. Stage II: Sample Screen Shots Allocator Screens

  30. Stage II: Sample Screen Shots Recipient Screens

  31. House Experiment: Analysis Identify Types

  32. Analysis (AM) • Selfish types take all tokens under all payrates. • Leontieff (fair) types divide the surplus equally under all payrates. • Social Maximizers keep everything if and only if a token is worth more to them.

  33. Analysis (AM) • About 50% of agents have pure types, the rest have weak types. • Force weak types into selfish/fair/SM categories by looking at minimum Euclidean distance of actual decision vector from type’s decision.

  34. Recipients think that friends are about 20% less selfish under both treatments.

  35. Allocators are only weakly less selfish towards friends if the friends do NOT find out.

  36. Allocators are 15% less selfish towards friends if friends can find out.

  37. House Experiment: Summary • Preferences: some directed altruism – but altruists tend to be altruistic to everybody and not just their friends. • Enforcement: strong evidence that enforcement makes people treat their friend a lot better. • Recipients seem to find it difficult to distinguish the preference channel from enforcement channel: they always expect friends to treat them more nicely than everybody else.

  38. Field Experiment • Location – Urban shantytowns of Lima, Peru • Trust Measurement Tool - a new microfinance program where borrowers can obtain loans at low interest by finding a “sponsor” from a predetermined group of people in the community who are willing to cosign the loan.

  39. Types of Networks • Which types of networks matter for trust? • Survey work to identify • Social • Business • Religious • Kinship

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