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Feelings of elevation, elicited by witnessing another person perform a good deed, have been hypothesized to motivate a desire to help others. However, despite growing interest in the determinants of prosocial behavior, there is only limited evidence that elevation leads to increases in altruistic behavior. In two experiments, we tested the relationship between elevation and helping behavior. Prior to measuring helping behavior, we measured elevation among participants in an elevation-inducing condition and control conditions in order to determine whether witnessing altruistic behavior elicited elevation. In Experiment 1, participants experiencing elevation were more likely to volunteer for a subsequent unpaid study than were participants in a neutral state. In Experiment 2, participants experiencing elevation spent approximately twice as long helping the experimenter with a tedious task as participants experiencing mirth or a neutral emotional state. Further, feelings of elevation, but not feelings of amusement or happiness, predicted the amount of helping. Together, these results provide evidence that witnessing another person?s altruistic behavior elicits elevation, a discrete emotion that, in turn, leads to tangible increases in altruism.
Models indicate that opportunities for reputation formation can play an important role in sustaining cooperation and prosocial behavior. Results from experimental economic games support this conclusion, as manipulating reputational opportunities affects prosocial behavior. Noting that some prosocial behavior remains even in anonymous noniterated games, some investigators argue that humans possess a propensity for prosociality independent of reputation management. However, decision-making processes often employ both explicit propositional knowledge and intuitive or affective judgments elicited by tacit cues. Manipulating game parameters alters explicit information employed in overt strategizing but leaves intact cues that may affect intuitive judgments relevant to reputation formation. To explore how subtle cues of observability impact prosocial behavior, we conducted five dictator games, manipulating both auditory cues of the presence of others (via the use of sound-deadening earmuffs) and visual cues (via the presentation of stylized eyespots). Although earmuffs appeared to reduce generosity, this effect was not significant. However, as predicted, eyespots substantially increased generosity, despite no differences in actual anonymity; when using a computer displaying eyespots, almost twice as many participants gave money to their partners compared with the controls. Investigations of prosocial behavior must consider both overt information about game parameters and subtle cues influencing intuitive judgments.