Evaluating a gamified bystander program: Evidence from two randomized online field experiments

Research output: Working paper/PreprintWorking paper/Discussion paper

Authors

  • Axel Ebers
  • Stephan L Thomsen

Research Organisations

View graph of relations

Details

Original languageEnglish
Place of PublicationHannover
Publication statusPublished - 16 Feb 2022

Publication series

NameHannover economic papers (HEP) / Wirtschaftswissenschaftliche Fakultät der Leibniz Universität Hannover
No.Feb 2022
Volume692

Abstract

Objective: Previous social-psychological research has demonstrated the positive effects of online bystander programs on various crime-related outcomes, while information systems research has demonstrated the ability of gamification to improve motivation, engagement, and learning. This study bridges the gap between social psychology and information systems research by evaluating a bystander program that combines the simulation of a dangerous situation in a virtual environment with the application of game principles and game design elements. Method: We developed three research hypotheses and tested them using two randomized online field experiments (RCTs). During the first experiment, we collected data from 4,188 users on Facebook and randomly assigned them to four treatment arms, including three different configurations of the treatment and one control group. During the second experiment, we collected data from a representative sample of the population and observed them across three waves. Results: The results from the first experiment support the hypotheses that the bystander program motivates people to intervene in violent situations and that gamification enhances the motivational effect. The results from the second experiment support the hypothesis that the program makes people feel more capable of intervening. They also show that the treatment effects persist over a long period of time and hold for the overall population. Conclusions: We conclude that the gamification approach offers great potential for bystander education and that social media are well suited for the dissemination and upscaling of bystander programs. Policymakers can use these findings to improve the effectiveness and efficiency of future bystander programs or similar prevention measures.

Keywords

    Bystander Intervention, Social Media, Field Experiments, Program Evaluation, Gamification

Sustainable Development Goals

Cite this

Evaluating a gamified bystander program: Evidence from two randomized online field experiments. / Ebers, Axel; Thomsen, Stephan L.
Hannover, 2022. (Hannover economic papers (HEP) / Wirtschaftswissenschaftliche Fakultät der Leibniz Universität Hannover; Vol. 692, No. Feb 2022).

Research output: Working paper/PreprintWorking paper/Discussion paper

Ebers, A & Thomsen, SL 2022 'Evaluating a gamified bystander program: Evidence from two randomized online field experiments' Hannover economic papers (HEP) / Wirtschaftswissenschaftliche Fakultät der Leibniz Universität Hannover, no. Feb 2022, vol. 692, Hannover. <https://diskussionspapiere.wiwi.uni-hannover.de/pdf_bib/dp-692.pdf>
Ebers, A., & Thomsen, S. L. (2022). Evaluating a gamified bystander program: Evidence from two randomized online field experiments. (Hannover economic papers (HEP) / Wirtschaftswissenschaftliche Fakultät der Leibniz Universität Hannover; Vol. 692, No. Feb 2022). https://diskussionspapiere.wiwi.uni-hannover.de/pdf_bib/dp-692.pdf
Ebers A, Thomsen SL. Evaluating a gamified bystander program: Evidence from two randomized online field experiments. Hannover. 2022 Feb 16. (Hannover economic papers (HEP) / Wirtschaftswissenschaftliche Fakultät der Leibniz Universität Hannover; Feb 2022).
Ebers, Axel ; Thomsen, Stephan L. / Evaluating a gamified bystander program : Evidence from two randomized online field experiments. Hannover, 2022. (Hannover economic papers (HEP) / Wirtschaftswissenschaftliche Fakultät der Leibniz Universität Hannover; Feb 2022).
Download
@techreport{0b7aac39960f4e188da161f0eb4301ef,
title = "Evaluating a gamified bystander program: Evidence from two randomized online field experiments",
abstract = "Objective: Previous social-psychological research has demonstrated the positive effects of online bystander programs on various crime-related outcomes, while information systems research has demonstrated the ability of gamification to improve motivation, engagement, and learning. This study bridges the gap between social psychology and information systems research by evaluating a bystander program that combines the simulation of a dangerous situation in a virtual environment with the application of game principles and game design elements. Method: We developed three research hypotheses and tested them using two randomized online field experiments (RCTs). During the first experiment, we collected data from 4,188 users on Facebook and randomly assigned them to four treatment arms, including three different configurations of the treatment and one control group. During the second experiment, we collected data from a representative sample of the population and observed them across three waves. Results: The results from the first experiment support the hypotheses that the bystander program motivates people to intervene in violent situations and that gamification enhances the motivational effect. The results from the second experiment support the hypothesis that the program makes people feel more capable of intervening. They also show that the treatment effects persist over a long period of time and hold for the overall population. Conclusions: We conclude that the gamification approach offers great potential for bystander education and that social media are well suited for the dissemination and upscaling of bystander programs. Policymakers can use these findings to improve the effectiveness and efficiency of future bystander programs or similar prevention measures.",
keywords = "Bystander Intervention, Social Media, Field Experiments, Program Evaluation, Gamification",
author = "Axel Ebers and Thomsen, {Stephan L}",
year = "2022",
month = feb,
day = "16",
language = "English",
series = "Hannover economic papers (HEP) / Wirtschaftswissenschaftliche Fakult{\"a}t der Leibniz Universit{\"a}t Hannover",
number = "Feb 2022",
type = "WorkingPaper",

}

Download

TY - UNPB

T1 - Evaluating a gamified bystander program

T2 - Evidence from two randomized online field experiments

AU - Ebers, Axel

AU - Thomsen, Stephan L

PY - 2022/2/16

Y1 - 2022/2/16

N2 - Objective: Previous social-psychological research has demonstrated the positive effects of online bystander programs on various crime-related outcomes, while information systems research has demonstrated the ability of gamification to improve motivation, engagement, and learning. This study bridges the gap between social psychology and information systems research by evaluating a bystander program that combines the simulation of a dangerous situation in a virtual environment with the application of game principles and game design elements. Method: We developed three research hypotheses and tested them using two randomized online field experiments (RCTs). During the first experiment, we collected data from 4,188 users on Facebook and randomly assigned them to four treatment arms, including three different configurations of the treatment and one control group. During the second experiment, we collected data from a representative sample of the population and observed them across three waves. Results: The results from the first experiment support the hypotheses that the bystander program motivates people to intervene in violent situations and that gamification enhances the motivational effect. The results from the second experiment support the hypothesis that the program makes people feel more capable of intervening. They also show that the treatment effects persist over a long period of time and hold for the overall population. Conclusions: We conclude that the gamification approach offers great potential for bystander education and that social media are well suited for the dissemination and upscaling of bystander programs. Policymakers can use these findings to improve the effectiveness and efficiency of future bystander programs or similar prevention measures.

AB - Objective: Previous social-psychological research has demonstrated the positive effects of online bystander programs on various crime-related outcomes, while information systems research has demonstrated the ability of gamification to improve motivation, engagement, and learning. This study bridges the gap between social psychology and information systems research by evaluating a bystander program that combines the simulation of a dangerous situation in a virtual environment with the application of game principles and game design elements. Method: We developed three research hypotheses and tested them using two randomized online field experiments (RCTs). During the first experiment, we collected data from 4,188 users on Facebook and randomly assigned them to four treatment arms, including three different configurations of the treatment and one control group. During the second experiment, we collected data from a representative sample of the population and observed them across three waves. Results: The results from the first experiment support the hypotheses that the bystander program motivates people to intervene in violent situations and that gamification enhances the motivational effect. The results from the second experiment support the hypothesis that the program makes people feel more capable of intervening. They also show that the treatment effects persist over a long period of time and hold for the overall population. Conclusions: We conclude that the gamification approach offers great potential for bystander education and that social media are well suited for the dissemination and upscaling of bystander programs. Policymakers can use these findings to improve the effectiveness and efficiency of future bystander programs or similar prevention measures.

KW - Bystander Intervention

KW - Social Media

KW - Field Experiments

KW - Program Evaluation

KW - Gamification

M3 - Working paper/Discussion paper

T3 - Hannover economic papers (HEP) / Wirtschaftswissenschaftliche Fakultät der Leibniz Universität Hannover

BT - Evaluating a gamified bystander program

CY - Hannover

ER -