We study the idea of information design for inducing prosocial behavior in the context of electricity consumption. We consider a continuum of agents. Each agent has a different intrinsic motivation to reduce her power consumption. Each agent models the power consumption of the others via a distribution. Using this distribution, agents will anticipate their reputational benefit and choose a power consumption by trading off their own intrinsic motivation to do a prosocial action, the cost of this prosocial action and their reputation. Initially, the service provider can provide two types of quantized feedbacks of the power consumption. We study their advantages and disadvantages. For each feedback, we characterize the corresponding mean field equilibrium, using a fixed point equation. Besides computing the mean field equilibrium, we highlight the need for a systematic study of information design, by showing that revealing less information to the society can lead to more prosociality. In the last part of the paper, we introduce the notion of privacy and provide a new quantized feedback, more flexible than the previous ones, that respects agents' privacy concern but at the same time improves prosociality. The results of this study are also applicable to generic resource sharing problems.
 To systematically study the implications of additional information about routes provided to certain users (e.g., via GPS-based route guidance systems), we introduce a new class of congestion games in which users have differing information sets about the available edges and can only use routes consisting of edges in their information set. After defining the notion of Information Constrained Wardrop Equilibrium (ICWE) for this class of congestion games and studying its basic properties, we turn to our main focus: whether additional information can be harmful (in the sense of generating greater equilibrium costs delays). We formulate this question in the form of Informational Braes' Paradox (IBP), which extends the classic Braess' Paradox in traffic equilibria, and asks whether users receiving additional information can become worse off. We provide a comprehensive answer to this question showing that in any network in the series of linearly independent (SLI) class, which is a strict subset of series-parallel networks, IBP cannot occur, and in any network that is not in the SLI class, there exists a configuration of edge-specific cost functions for which IBP will occur. In the process, we establish several properties of the SLI class of networks, which include the characterization of the complement of the SLI class in terms of embedding a specific set of networks, and also an algorithm which determines whether a graph is SLI in linear time. We further prove that the worst-case inefficiency performance of ICWE is no worse than the standard Wardrop equilibrium. We consider the problem of designing information in games of uncertain congestion, such as traffic networks where road conditions are uncertain. Using the framework of Bayesian persuasion, we show that suitable information structures can mitigate congestion and improve social welfare. Fixing a game with uncertain payoffs, information design identifies the information structure and equilibrium that maximizes the payoff of an information designer. We show how this perspective unifies existing work, including that on communication in games (Myerson (1991)), Bayesian persuasion (Kamenica and Gentzkow (2011)) and some of our own recent work. Information design has a literal interpretation, under which there is a real information designer who can commit to the choice of the best information structure (from her perspective) for a set of participants in a game. We emphasize a metaphorical interpretation, under which the information design problem is used by the analyst to characterize play in the game under many different information structures. We consider both cooperative as well as non-cooperative admission into an M M 1 queue. The only information available is a signal that says whether the queue size is smaller than some L or not. We first compute the globally optimal and the Nash equilibrium stationary policy as a function of L. We compare the performance to that of full information on the queue size. We identify the L that optimizes the equilibrium performance. A set of players have preferences over a set of outcomes. We consider the problem of an "information designer" who can choose an information structure for the players to serve his ends, but has no ability to change the mechanism (or force the players to make particular action choices). We describe a unifying perspective for information design. We consider a simple example of Bayesian persuasion with both an uninformed and informed receiver. We extend information design to many players and relate it to the literature on incomplete information correlated equilibrium. This paper explores information disclosure in matching markets, e.g., the informativeness of transcripts given out by universities. We show that the same, "benchmark," amount of information is disclosed in essentially all equilibria. We then demonstrate that if universities disclose the benchmark amount of information, students and employers will not find it profitable to contract early; if they disclose more, unraveling will occur. 