|Image Courtesy of Why We Reason|
Excerpt from Hierarchies in Hell and Leaderless Fight Clubs: Altruism, Narrative Interest, and the Adaptive Appeal of Bad Boys
In a New York Times article published in the spring of 2010, psychologist Paul Bloom tells the story of a one-year-old boy’s remarkable response to a puppet show. The drama the puppets enacted began with a central character’s demonstration of a desire to play with a ball. After revealing that intention, the character roles the ball to a second character who likewise wants to play and so rolls the ball back to the first. When the first character rolls the ball to a third, however, this puppet snatches it up and quickly absconds. The second, nice puppet and the third, mean one are then placed before the boy, who’s been keenly attentive to their doings, and they both have placed before them a few treats. The boy is now instructed by one of the adults in the room to take a treat away from one of the puppets. Most children respond to the instructions by taking the treat away from the mean puppet, and this particular boy is no different. He’s not content with such a meager punishment, though, and after removing the treat he proceeds to reach out and smack the mean puppet on the head.
Brief stage shows like the one featuring the nice and naughty puppets are part of an ongoing research program lead by Karen Wynn, Bloom’s wife and colleague, and graduate student Kiley Hamlin at Yale University’s Infant Cognition Center. An earlier permutation of the study was featured on PBS’s Nova series The Human Spark (jump to chapter 5), which shows host Alan Alda looking on as an infant named Jessica attends to a puppet show with the same script as the one that riled the boy Bloom describes. Jessica is so tiny that her ability to track and interpret the puppets’ behavior on any level is impressive, but when she demonstrates a rudimentary capacity for moral judgment by reaching with unchecked joy for the nice puppet while barely glancing at the mean one, Alda—and Nova viewers along with him—can’t help but demonstrate his own delight. Jessica shows unmistakable signs of positive emotion in response to the nice puppet’s behaviors, and Alda in turn feels positive emotions toward Jessica. Bloom attests that “if you watch the older babies during the experiments, they don’t act like impassive judges—they tend to smile and clap during good events and frown, shake their heads and look sad during the naughty events” (6). Any adult witnessing the children’s reactions can be counted on to mirror these expressions and to feel delight at the babies’ incredible precocity.
The setup for these experiments with children is very similar to experiments with adult participants that assess responses to anonymously witnessed exchanges. In their research report, “Third-Party Punishment and Social Norms,” Ernst Fehr and Urs Fischbacher describe a scenario inspired by economic game theory called the Dictator Game. It begins with an experimenter giving a first participant, or player, a sum of money. The experimenter then explains to the first player that he or she is to propose a cut of the money to the second player. In the Dictator Game—as opposed to other similar game theory scenarios—the second player has no choice but to accept the cut from the first player, the dictator. The catch is that the exchange is being witnessed by a third party, the analogue of little Jessica or the head-slapping avenger in the Yale experiments. This third player is then given the opportunity to reward or punish the dictator. As Fehr and Fischbacher explain, “Punishment is, however, costly for the third party so a selfish third party will never punish” (3).
It turns out, though, that adults, just like the infants in the Yale studies, are not selfish—at least not entirely. Instead, they readily engage in indirect, or strong, reciprocity. Evolutionary literary theorist William Flesch explains that “the strong reciprocator punishes and rewards others for their behavior toward any member of the social group, and not just or primarily for their interactions with the reciprocator” (21-2). According to Flesch, strong reciprocity is the key to solving what he calls “the puzzle of narrative interest,” the mystery of why humans so readily and eagerly feel “anxiety on behalf of and about the motives, actions, and experiences of fictional characters” (7). The human tendency toward strong reciprocity reaches beyond any third party witnessing an exchange between two others; as Alda, viewers of Nova, and even readers of Bloom’s article in the Times watch or read about Wynn and Hamlin’s experiments, they have no choice but to become participants in the experiments themselves, because their own tendency to reward good behavior with positive emotion and to punish bad behavior with negative emotion is automatically engaged. Audiences’ concern, however, is much less with the puppets’ behavior than with the infants’ responses to it.
The studies of social and moral development conducted at the Infant Cognition Center pull at people’s heartstrings because they demonstrate babies’ capacity to behave in a way that is expected of adults. If Jessica had failed to discern between the nice and the mean puppets, viewers probably would have readily forgiven her. When older people fail to make moral distinctions, however, those in a position to witness and appreciate that failure can be counted on to withdraw their favor—and may even engage in some type of sanctioning, beginning with unflattering gossip and becoming more severe if the immorality or moral complacency persists. Strong reciprocity opens the way for endlessly branching nth –order reciprocation, so not only will individuals be considered culpable for offenses they commit but also for offenses they passively witness. Flesch explains,
Among the kinds of behavior that we monitor through tracking or through report, and that we have a tendency to punish or reward, is the way others monitor behavior through tracking or through report, and the way they manifest a tendency to punish and reward. (50)
Failing to signal disapproval makes witnesses complicit. On the other hand, signaling favor toward individuals who behave altruistically simultaneously signals to others the altruism of the signaler. What’s important to note about this sort of indirect signaling is that it does not necessarily require the original offense or benevolent act to have actually occurred. People take a proclivity to favor the altruistic as evidence of altruism—even if the altruistic character is fictional.
That infants less than a year old respond to unfair or selfish behavior with negative emotions—and a readiness to punish—suggests that strong reciprocity has deep evolutionary roots in the human lineage. Humans’ profound emotional engagement with fictional characters and fictional exchanges probably derives from a long history of adapting to challenges whose Darwinian ramifications were far more serious than any attempt to while away some idle afternoons. Game theorists and evolutionary anthropologists have a good idea what those challenges might have been: for cooperativeness or altruism to be established and maintained as a norm within a group of conspecifics, some mechanism must be in place to prevent the exploitation of cooperative or altruistic individuals by selfish and devious ones. Flesch explains,
Darwin himself had proposed a way for altruism to evolve through the mechanism of group selection. Groups with altruists do better as a group than groups without. But it was shown in the 1960s that, in fact, such groups would be too easily infiltrated or invaded by nonaltruists—that is, that group boundaries are too porous—to make group selection strong enough to overcome competition at the level of the individual or the gene. (5)
If, however, individuals given to trying to take advantage of cooperative norms were reliably met with slaps on the head—or with ostracism in the wake of spreading gossip—any benefits they (or their genes) might otherwise count on to redound from their selfish behavior would be much diminished. Flesch’s theory is “that we have explicitly evolved the ability and desire to track others and to learn their stories precisely in order to punish the guilty (and somewhat secondarily to reward the virtuous)” (21). Before strong reciprocity was driving humans to bookstores, amphitheaters, and cinemas, then, it was serving the life-and-death cause of ensuring group cohesion and sealing group boundaries against neighboring exploiters.
Game theory experiments that have been conducted since the early 1980s have consistently shown that people are willing, even eager to punish others whose behavior strikes them as unfair or exploitative, even when administering that punishment involves incurring some cost for the punisher. Like the Dictator Game, the Ultimatum Game involves two people, one of whom is given a sum of money and told to offer the other participant a cut. The catch in this scenario is that the second player must accept the cut or neither player gets to keep any money. “It is irrational for the responder not to accept any proposed split from the proposer,” Flesch writes. “The responder will always come out better by accepting than vetoing” (31). What the researchers discovered, though, was that a line exists beneath which responders will almost always refuse the cut. “This means they are paying to punish,” Flesch explains. “They are giving up a sure gain in order to punish the selfishness of the proposer” (31). Game theorists call this behavior altruistic punishment because “the punisher’s willingness to pay this cost may be an important part in enforcing norms of fairness” (31). In other words, the punisher is incurring a cost to him or herself in order to ensure that selfish actors don’t have a chance to get a foothold in the larger, cooperative group.
The economic logic notwithstanding, it seems natural to most people that second players in Ultimatum Game experiments should signal their disapproval—or stand up for themselves, as it were—by refusing to accept insultingly meager proposed cuts. The cost of the punishment, moreover, can be seen as a symbol of various other types of considerations that might prevent a participant or a witness from stepping up or stepping in to protest. Discussing the Three-Player Dictator Game experiments conducted by Fehr and Fischbacher, Flesch points out that strong reciprocity is even more starkly contrary to any selfish accounting:
Note that the third player gets nothing out of paying to reward or punish except the power or agency to do just that. It is highly irrational for this player to pay to reward or punish, but again considerations of fairness trump rational self-interest. People do pay, and pay a substantial amount, when they think that someone has been treated notably unfairly, or when they think someone has evinced marked generosity, to affect what they have observed. (33)
Neuroscientists have even zeroed in on the brain regions that correspond to our suppression of immediate self-interest in the service of altruistic punishment, as well as those responsible for the pleasure we take in anticipating—though not in actually witnessing—free riders meeting with their just deserts (Knoch et al. 829; Quevain et al. 1254). Outside of laboratories, though, the cost punishers incur can range from the risks associated with a physical confrontation to time and energy spent convincing skeptical peers a crime has indeed been committed.
Flesch lays out his theory of narrative interest in a book aptly titled Comeuppance:Costly Signaling, Altruistic Punishment, and Other Biological Components of Fiction. A cursory survey of mainstream fiction, in both blockbuster movies and best-selling novels, reveals the good guys versus bad guys dynamic as preeminent in nearly every plot, and much of the pleasure people get from the most popular narratives can quite plausibly be said to derive from the goodie prevailing—after a long, harrowing series of close calls and setbacks—while the baddie simultaneously gets his or her comeuppance. Audiences love to see characters get their just deserts. When the plot fails to deliver on this score, they walk away severely disturbed. That disturbance can, however, serve the author’s purposes, particularly when the goal is to bring some danger or injustice to readers’ or viewers’ attention, as in the case of novels like Orwell’s 1984. Plots, of course, seldom feature simple exchanges with meager stakes on the scale of game theory experiments, and heroes can by no means count on making it to the final scene both vindicated and rewarded—even in stories designed to give audiences exactly what they want. The ultimate act of altruistic punishment, and hence the most emotionally poignant behavior a character can engage in, is martyrdom. It’s no coincidence that the hero dies in the act of vanquishing the villain in so many of the most memorable books and movies.
This type of demonstration likely functions in a way similar to another mechanism that many evolutionary biologists theorize must have been operating for cooperation to have become established in human societies, a process referred to as the handicap principle, or costly signaling. A lone altruist in any group is unlikely to fare well in terms of survival and reproduction. So the question arises as to how the minimum threshold of cooperators in a population was first surmounted. Flesch’s fellow evolutionary critic, Brian Boyd, in his book On the Origin of Stories, traces the process along a path from mutualism, or coincidental mutual benefits, to inclusive fitness, whereby organisms help others who are likely to share their genes—primarily family members—to reciprocal altruism, a quid pro quo arrangement in which one organism will aid another in anticipation of some future repayment (54-57). However, a few individuals in our human ancestry must have benefited from altruism that went beyond familial favoritism and tit-for-tat bartering.
|Rochester disguised as a gypsy|
Humans display their fitness in many ways. Not everyone can be expected to have the wherewithal to punish free-riders, especially when doing so involves physical conflict. The paradoxical result is that humans compete for the status of best cooperator. Altruism is a costly signal of fitness. Flesch explains how this competition could have emerged in human populations:
If there is a lot of between-group competition, then those groups whose modes of costly signaling take the form of strong reciprocity, especially altruistic punishment, will outcompete those whose modes yield less secondary gain, especially less secondary gain for the group as a whole. (57)
Taken together, the evidence Flesch presents suggests the audiences of narratives volunteer affect on behalf of fictional characters who show themselves to be altruists and against those who show themselves to be selfish actors or exploiters, experiencing both frustration and delight in the unfolding of the plot as they hope to see the altruists prevail and the free-riders get their comeuppance. This capacity for emotional engagement with fiction likely evolved because it serves as a signal to anyone monitoring individuals as they read or view the story, or as they discuss it later, that they are disposed either toward altruistic punishment or toward third-order free-riding themselves—and altruism is a costly signal of fitness.
The hypothesis emerging from this theory of social monitoring and volunteered affect to explain the appeal of bad boy characters is that their bad behavior will tend to redound to the detriment of still worse characters. Bloom describes the results of another series of experiments with eight-month-old participants:
When the target of the action was itself a good guy, babies preferred the puppet who was nice to it. This alone wasn’t very surprising, given that the other studies found an overall preference among babies for those who act nicely. What was more interesting was what happened when they watched the bad guy being rewarded or punished. Here they chose the punisher. Despite their overall preference for good actors over bad, then, babies are drawn to bad actors when those actors are punishing bad behavior. (5)
These characters’ bad behavior will also likely serve an obvious function as costly signaling; they’re bad because they’re good at getting away with it. Evidence that the bad boy characters are somehow truly malicious—for instance, clear signals of a wish harm to innocent characters—or that they’re irredeemable would severely undermine the theory. As the first step toward a preliminary survey, the following sections examine two infamous instances in which literary characters whose creators intended audiences to recognize as bad nonetheless managed to steal the show from the supposed good guys.
(Watch Hamlin discussing the research in an interview from earlier today.)
And check out this video of the experiments.
And check out this video of the experiments.