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Social Cognition

Volunteer's Dilemma Game

Also called: volunteer dilemma, VOD game

Measure volunteering as groups grow: in groups of 2 to 12 simulated members, the participant chooses each round whether to pay a small cost that gives every member points, scored by the share of rounds paid.

4-7 minUntimed

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Papers, 2021 to 2025
44
Evidence grade
D
Registered clinical studies
0
How these are counted
Round 5 of 32
A group of 6: you and 5 other members
If at least one member pays 20 points, every member gets 100 points.
Pay 20 points
Do not pay
Other members who paid: 1 of 5. You get 80 points.
Volunteer rateChange with group size
Pay a small cost so the whole group gets points, in groups of 2 to 12
  • Overview
  • Evidence
  • Task design
  • Quality checks
  • Settings
  • Cite
  • Questions

What it measures

Measures volunteering and how it changes with group size. In each round the participant is in a new group of 2, 3, 6 or 12 with simulated members and chooses whether to pay a small cost; if at least one member pays, every member gets 100 points.

Constructs

  • Volunteering for a group
  • Diffusion of responsibility
  • Expectations about others' choices
  • Weighing a cost against a shared benefit

Research uses

  • Behavioral economics research on public goods and volunteering
  • Social psychology research on the bystander effect
  • Studies of group size and cooperation
  • Group comparison within a study

How the paradigm works

The Volunteer's Dilemma Game measures how often people pay a cost so that a whole group benefits, when one payer is enough, and how that changes with the size of the group. In the game, named by Diekmann (1985), each member of a group can pay a cost. If at least one member pays, every member gets a benefit worth more than the cost, whether they paid or not; if nobody pays, nobody gets anything. So each member would rather someone else paid. In the symmetric equilibrium each member pays with a chance that falls as the group grows, while the chance that nobody pays rises. Theory often explains the bystander effect with this game: people who believed that one or four others could also hear an emergency were slower to report it (Darley and Latané, 1968), and in a version played over time, bystanders helped later and less often in larger groups, while the person in need was helped sooner and more often (Campos-Mercade, 2021).

More about the paradigm

In the laboratory, volunteer rates were lower in larger groups, as predicted, in groups of 2 to 12, but outcomes with no volunteer became rarer as groups grew, against the prediction; a version of the equilibrium with random noise explains the difference (Goeree, Holt and Smith, 2017). In a game played once by groups of 3 to about 100, people paid more often than the equilibrium in most groups, the rate did not fall steadily with size, and a cost of 80% of the benefit lowered paying only in groups of 3 (Kopányi-Peuker, 2019).

Here the participant plays 32 rounds, each in a new group of 2, 3, 6 or 12 members, four of the five sizes Goeree and colleagues used. Each size comes once in every four rounds, in an order drawn from the session's seed. When at least one member pays, every member gets 100 points, and each member who pays loses 20 (a setting, from 5 to 95). The other members are simulated: each pays with the symmetric equilibrium chance for the round's size, 80%, 55%, 28% and 14% in groups of 2, 3, 6 and 12, from numbers drawn before the session, so nothing the participant does changes them. At these chances at least one other member pays in 80% of rounds in every group size, so paying and not paying are worth the same on average whatever the size, and a change with group size comes from the participant, not from the points. The screens say pay or do not pay, never volunteer. The standard instructions say the other members are computer programs that follow set rules; a neutral wording leaves that line out, and the last screen then says so. Studies usually explain the purpose afterwards. One check question with feedback comes first, there is no time limit, and after each choice the participant sees how many of the other members paid and the points for the round. The study decides what the points are worth.

The main score is the share of rounds in which the participant paid, the volunteer rate. It is also reported for each group size, and the group size slope gives the change in that share each time the group doubles, from a straight line fitted to every round; below 0 means paying less often in larger groups, the direction of the equilibrium and of the bystander effect. The share of rounds in which the group got the 100 points and the points won are reported too. Paying can reflect kindness, doubt that anyone else will pay, a wish to make sure of the points or a guess about a program, so the scores describe choices in a game played for points, never a person's helpfulness, and they do not diagnose. People who know the members are programs may pay differently from people in a group of people, so compare people who saw the same instructions.

Scores

Volunteer Rate%
Share of rounds in which the participant paid the cost so that every member got the points.
Read across a group; no better direction
Volunteer Rate, Group of 2%
Share of rounds paid in groups of 2.
Informational
Volunteer Rate, Group of 3%
Share of rounds paid in groups of 3.
Informational
Volunteer Rate, Group of 6%
Share of rounds paid in groups of 6.
Informational
Volunteer Rate, Group of 12%
Share of rounds paid in groups of 12.
Informational
Group Size Slopescore
Change in the share of rounds paid each time the group doubles: the slope of paying (1) or not (0) on the base-2 logarithm of the group size, over every round.
Below 0 means paying less often in larger groups
Benefit Rate%
Share of rounds in which at least one member paid, so every member got 100 points.
Informational
Points Wonpoints
Points over all rounds.
Informational
Check Correctflag
1 when the check question on what one payment gives the group was answered correctly, 0 when not.
1 supports interpretation
Median Choice Timems
Median time from a round's screen to the choice, over choices at or after 100 ms.
Informational
Choices Under 100 mscount
Choices made less than 100 ms after the round's screen appeared.
0 expected
Roundscount
Rounds played.
Informational

Use and evidence

44 papers from 2021 to 2025 name this task in their title or abstract, down 32% compared with 2016 to 2020. That ranks it 316 of 495 test families in our census. See the counts for every test.

2021 to 2025, the years gradedEarlier years
Papers per year naming the Volunteer's Dilemma Game, 2000 to 2025Bar chart. 2021: 9; 2022: 12; 2023: 8; 2024: 2; 2025: 13 papers. Peak year 2018.0510152000: 1 papers2001: 1 papers2002: 1 papers2003: 1 papers2004: 0 papers2005: 1 papers2006: 1 papers2007: 2 papers2008: 2 papers2009: 3 papers2010: 3 papers2011: 4 papers2012: 7 papers2013: 6 papers2014: 10 papers2015: 10 papers2016: 12 papers2017: 13 papers2018: 15 papers2019: 15 papers2020: 10 papers2021: 9 papers2022: 12 papers2023: 8 papers2024: 2 papers2025: 13 papers200020052010201520202025
Papers per year naming the Volunteer's Dilemma Game, 2000 to 2025Bar chart. 2021: 9; 2022: 12; 2023: 8; 2024: 2; 2025: 13 papers. Peak year 2018.0510152000: 1 papers2001: 1 papers2002: 1 papers2003: 1 papers2004: 0 papers2005: 1 papers2006: 1 papers2007: 2 papers2008: 2 papers2009: 3 papers2010: 3 papers2011: 4 papers2012: 7 papers2013: 6 papers2014: 10 papers2015: 10 papers2016: 12 papers2017: 13 papers2018: 15 papers2019: 15 papers2020: 10 papers2021: 9 papers2022: 12 papers2023: 8 papers2024: 2 papers2025: 13 papers200020052010201520202025
Papers per year whose title or abstract names this task (OpenAlex).
Show the numbers
YearPapers
202513
20242
20238
202212
20219
202010
201915
201815
201713
201612
201510
201410
20136
20127
20114
20103
20093
20082
20072
20061
20051
20040
20031
20021
20011
20001
D

Use grade D

30 to 99 papers from 2021 to 2025.

D

Evidence grade D

Little published measurement evidence found.

Papers on test-retest reliability
0
Papers on reliability or validity
4
Registered clinical studies using it as an outcome
0

Note on the counts: includes game-theory papers that run no task.

How the grades work

Use: A is 1,000 or more papers from 2021 to 2025, B 300 to 999, C 100 to 299, D 30 to 99 and E fewer than 30. Evidence: A means at least 25 papers report its test-retest reliability and at least 25 registered clinical studies use it as an outcome; B, at least 8 test-retest papers, and either 5 registered clinical studies or 150 reliability or validity papers; C, at least 2 test-retest papers, 30 reliability or validity papers or 3 registered clinical studies; D, little published measurement evidence found. The counts measure use. They include every paper that names the task in its title or abstract. Grades describe the published research on this task, not ConductCognition's version of it.

Source: ConductCognition test census 0.22.0, counted 3 November 2026 from OpenAlex and ClinicalTrials.gov.

Task design

The trial sequence as the test runs in ConductCognition.

Each round
A new group of 2, 3, 6 or 12 members, the participant included, and the screen shows its size. Every member chooses at the same time whether to pay. If at least one member pays, every member gets 100 points, and each member who pays loses the cost. If nobody pays, nobody gets points.
Rounds
8 for each group size (standard; 2 to 16), 32 in all. Each size comes once in every 4 rounds, in an order drawn from the session's seed and saved.
Cost
20 points (standard; 5 to 95). Points are hypothetical by default; a setting changes the instruction line to say the study pays.
Members
Computer programs, a new set in each round. Each pays with the symmetric equilibrium chance for the round's group size and cost: with the standard cost, 80% in a group of 2, 55% in a group of 3, 28% in a group of 6 and 14% in a group of 12. Their numbers are drawn from the session's seed before the first round and saved, and nothing the participant does changes them. The standard instructions say the members are computer programs that follow set rules; a neutral wording leaves that line out, and the last screen then says so.
Results
After each choice, for 2 seconds: how many of the other members paid and the participant's points for the round.
Check
One question with feedback before the first round: the points of a member who does not pay when one other member pays.
Scores
The share of rounds paid, overall and for each group size; the change in that share each time the group doubles; the share of rounds in which the group got the points.

At these chances at least one other member pays in 80% of rounds in every group size, so paying and not paying are worth the same on average whatever the size. Goeree, Holt and Smith (2017) ran groups of paid participants; here the other members are computer programs, the points are ConductScience's own and the screens say pay or do not pay, never volunteer. People who know the members are programs may pay differently from people in a group of people, so compare people who saw the same instructions. Studies usually explain the purpose afterwards. The scores describe choices in a game played for points, never a person's helpfulness, and do not diagnose.

Quality checks

Each session is marked valid, needs review or invalid, with the reason, before you see its scores.

Scored rows: the scored run's choices, one per round, to pay or not. No choice is right or wrong, so accuracy is not judged against chance, and paying in every round or in none is accepted. A run short of its planned rounds and a wrong check answer are flagged for review. Choices under 200 ms on at least half the rounds invalidate.

Why these rules

There is no correct option to compare with chance, so accuracy is not judged against chance. With the simulated members at the equilibrium chance, paying and not paying are worth the same on average in every group size, so the same choice throughout is a real way to play. An answer under 200 ms is faster than a simple visual reaction, so it cannot reflect the item. Following response-time effort screening for untimed tests (Wise and Kong 2005), the session is invalid only when at least half the answers are that fast.

No percentile. Scores and quality flags only.

Running this test

Settings you can change

SettingStandardAllowed
Rounds per group size82 to 16
Cost of paying205 to 95
Member wordingComputer programs (standard)Computer programs (standard), Neutral: the other members
Payment lineHypothetical points (standard)Hypothetical points (standard), The study pays for points

Yearly plans can change settings within these limits. Free and pay-as-you-go studies use the standard settings.

How test settings work

Need a setting this test does not have?

Devices and languages

  • Untimed test: runs on desktops, laptops, tablets and phones. Participant devices
  • Languages: English, Spanish, French, German, Italian, Portuguese (Brazil), Chinese (Simplified) and Japanese.
  • Available on: Every plan, including the free plan.
  • No percentile. Scores and quality flags only. How norms work
  • Recruiting online? See the setup guides for Prolific, Sona Systems, CloudResearch Connect and Qualtrics.

Cite and describe

Methods text, with the standard settings

Participants completed the Volunteer's Dilemma Game in a web browser (ConductCognition task version 1.0.0, scoring version 1.0.0; Diekmann A, 1985; Goeree JK, Holt CA, Smith AM, 2017), with the standard settings (rounds per group size: 8; cost of paying: 20; member wording: Computer programs; payment line: Hypothetical points). The main score was volunteer rate (share of rounds in which the participant paid the cost so that every member got the points).

ConductCognition versions: task version 1.0.0, scoring version 1.0.0. Every export records the versions each session used, for a methods section.

  • Diekmann, A. (1985). Volunteer's dilemma. Journal of Conflict Resolution, 29(4), 605-610. https://doi.org/10.1177/0022002785029004003
  • Goeree, J. K., Holt, C. A., & Smith, A. M. (2017). An experimental examination of the volunteer's dilemma. Games and Economic Behavior, 102, 303-315. https://doi.org/10.1016/j.geb.2017.01.002Groups of 2 to 12: volunteer rates fall as groups grow, and outcomes with no volunteer become rarer.
  • Kopányi-Peuker, A. (2019). Yes, I'll do it: A large-scale experiment on the volunteer's dilemma. Journal of Behavioral and Experimental Economics, 80, 211-218. https://doi.org/10.1016/j.socec.2019.04.004A game played once in groups of 3 to about 100, and the equilibrium chance of paying.
  • Darley, J. M., & Latané, B. (1968). Bystander intervention in emergencies: Diffusion of responsibility. Journal of Personality and Social Psychology, 8(4), 377-383. https://doi.org/10.1037/h0025589The bystander effect.
  • Campos-Mercade, P. (2021). The volunteer's dilemma explains the bystander effect. Journal of Economic Behavior & Organization, 186, 646-661. https://doi.org/10.1016/j.jebo.2020.11.012A version played over time, with bystanders in groups of different sizes.

Source papers

  • Kopányi-Peuker (2019): in a game played once for money, 31% of people in groups of 3 paid when paying cost half the benefit, and 20% to 23% in groups of 15 to about 100. Goeree, Holt and Smith (2017): over repeated rounds, volunteer rates were lower in larger groups of 2 to 12. Other costs, partners and group sizes will give other rates.Paradigm source, Adults

Questions

How long does the Volunteer's Dilemma Game take?

About 4 to 7 minutes, as listed in the test library.

What device does a participant need?

Untimed test: runs on desktops, laptops, tablets and phones. The browser must be Chrome, Edge, Firefox or Safari.

What scores does it produce?

Volunteer Rate, Volunteer Rate, Group of 2, Volunteer Rate, Group of 3, Volunteer Rate, Group of 6, Volunteer Rate, Group of 12, Group Size Slope, Benefit Rate, Points Won, Check Correct, Median Choice Time, Choices Under 100 ms and Rounds. Each session is also marked valid, needs review or invalid, with the reason.

How widely is the Volunteer's Dilemma Game used in research?

44 papers from 2021 to 2025 name it in their title or abstract, down 32% compared with 2016 to 2020. That ranks it 316 of 495 test families in the ConductCognition test census (use grade D). Source: ConductCognition test census 0.22.0, counted 3 November 2026 from OpenAlex and ClinicalTrials.gov.

How much reliability evidence does the Volunteer's Dilemma Game have?

In the published research, 0 papers report its test-retest reliability and 0 registered clinical studies use it as an outcome (evidence grade D in the ConductCognition test census).

Does it report a percentile?

No. Scores and quality flags only.

Which settings can a researcher change?

Rounds per group size (2 to 16), cost of paying (5 to 95), member wording (Computer programs (standard), Neutral: the other members) and payment line (Hypothetical points (standard), The study pays for points). Settings can be changed on yearly plans; free and pay-as-you-go studies use the standard settings.

Which languages can participants use?

Participants can take this test in English, Spanish, French, German, Italian, Portuguese (Brazil), Chinese (Simplified) and Japanese. English is on every plan, and the other languages come with yearly plans. Have a native speaker read the machine-translated text before launch.

Is this a clinical test?

No. ConductCognition is for research use only. It runs, scores and exports the test; clinical interpretation is outside the platform.

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