The Joneses Visit an Economics Lab
This paper proposes a unified framework to compare various models of social comparison, finding that laboratory data on "Keeping up with the Joneses" and Veblen motivations are best explained by a Prospect Theory-based model that contrasts envy and pride through upward and downward comparisons.
Original paper licensed under CC BY 4.0 (http://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer
Imagine a group of friends sitting in a room, each given a small pile of cash. They are told they can spend this money on two things:
- Real Stuff: Buying a coffee or a snack (which gives them actual enjoyment).
- Digital Badges: Buying a fancy, glowing sticker for their avatar that no one else can touch, but everyone can see. The stickers have no real value; they are just for show.
This is the setup of a study called "The Joneses Visit an Economics Lab." The researchers wanted to figure out why people buy things just to show off. Is it because they feel bad if they aren't keeping up with the group? Or is it because they want to look cool in front of their friends?
Here is the story of what they found, told in simple terms.
The Two Big Questions
The researchers were testing two famous ideas about human behavior:
- The "Keeping Up with the Joneses" Effect: You feel a bit of internal pressure. If your neighbor buys a new car, you feel a pang of jealousy and want to buy one too, just so you don't feel left behind. It's about your own self-image.
- The "Veblen" Effect (Named after Thorstein Veblen): You buy the fancy car specifically because others can see it. You want to signal, "Look at me! I'm successful!" It's about your social image.
The Experiment: The "Decal" Game
The researchers put 224 people in a lab.
- The Work: First, everyone had to do a boring task (moving sliders on a screen) to earn "tokens" (fake money).
- The Choice: Then, they could spend those tokens on Digital Decals. These were just little logos on their screen. They cost money, gave no real reward, but were visible to the group.
- The Twist: The researchers ran two versions of the game:
- The "Jones" Game: Everyone was anonymous. You could see how many decals your group bought, but you didn't know who bought them. It was like looking at a scoreboard without names.
- The "Veblen" Game: Everyone knew everyone's name. You saw exactly who bought what. It was like a public parade where everyone knows who is wearing the fancy hat.
What They Discovered
1. The "Last Mover" Surprise
In the first half of the game, everyone bought at the same time. In the second half, people could wait, see what everyone else bought, and then change their own choice.
- The Result: When people got to see the others' choices before finalizing their own, everyone suddenly bought way more decals.
- The Metaphor: It's like a potluck. If everyone brings a dish at the same time, you might bring a simple salad. But if you see everyone else bringing a giant turkey, and then you get a chance to change your order, you suddenly decide to bring the turkey too. The ability to react made the "showing off" much more intense.
2. The Power of Being Watched
- The Result: People bought significantly more decals in the "Veblen" game (where names were visible) than in the "Jones" game (where they were anonymous).
- The Takeaway: We care more about showing off when we know our friends are watching us specifically. The "social image" motive is stronger than the "self-image" motive.
3. The "One-for-One" Rule
When the group's average spending went up by 1 token, the individual's spending also went up by almost exactly 1 token.
- The Metaphor: If the average person in your office buys a $5 latte, you are likely to buy a $5 latte too. You aren't trying to be the richest; you are trying to stay exactly in the middle of the pack.
4. What People Didn't Do
The researchers tested many theories to see which one explained the behavior.
- They rejected the "Rank" theory: People didn't try to buy just enough to be #1 or #2. They didn't try to squeeze in just above the person with the second-most decals.
- They rejected the "Conformity" theory: People didn't try to be exactly the same as everyone else.
- They rejected the "Income" theory: How much money people earned didn't really change how much they spent on the badges. Even if you earned a lot, you didn't necessarily spend it all on showing off; you kept the rest.
The Winning Theory: The "S-Shaped" Fear of Falling Behind
After testing seven different mathematical models, the one that fit the data best was a mix of Prospect Theory (a famous idea about how humans feel losses more than gains) and pairwise comparison.
Here is the simple version of the winning model:
- We hate falling behind more than we love being ahead.
- If you are slightly below your friend, you feel a sharp sting of envy (a loss).
- If you are slightly above your friend, you feel a warm glow of pride (a gain), but it's not as strong as the sting of envy.
- The "S-Curve" Sensitivity:
- If your friend buys 100 decals and you buy 99, you feel terrible.
- If your friend buys 100 and you buy 10, you feel bad, but not ten times worse. The pain of falling behind gets "dampened" the further away you get.
- This creates a sweet spot where people buy just enough to stay comfortably ahead of the average, but not so much that they go broke.
The Bottom Line
The paper concludes that when we buy things to show off (conspicuous consumption), we aren't just trying to be the "best." We are driven by a specific, asymmetric fear: We are terrified of falling behind our peers, and we feel that fear more intensely than we feel the joy of being ahead.
And, perhaps most importantly, we do it much more when we know our friends are watching our names. The "Veblen" effect (social image) is a powerful booster for the "Joneses" effect (keeping up).
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