预防极端劝说技术——伊拉克冲突后地区随机对照试验的结果

N. Saleh, F. Makki, S. van der Linden, J. Roozenbeek
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引用次数: 0

摘要

极端组织经常使用心理操纵技术来说服新成员加入。先前的研究发现,人们可以通过心理“接种”干预来提高对这种技巧的意识,这种干预旨在培养人们对不必要的说服尝试的抵抗力。我们在伊拉克冲突后地区进行了一项实地实验(N = 191),以评估短期接种游戏radicalize在提高弱势个体对极端分子操纵技术的抵抗力方面的有效性。在Saleh等人(2021)的概念复制中,我们根据伊拉克的背景对游戏进行了翻译和改编,然后在ISIS控制地区的一组弱势青年中进行了2x2混合(前-后/治疗-控制)随机对照实验。我们纳入了两个结果衡量标准:参与者正确评估利用极端主义操纵技术的WhatsApp消息的能力和信心,以及识别使个人容易受到极端主义招募的因素的能力。我们发现,玩游戏显著提高了参与者发现操纵信息的能力(p = 0.034, d = 0.31),而参与者信心的提高略高于传统的0.05显著水平(p = 0.051, d = 0.29)。然而,与Saleh等人(2021)的研究不同,我们发现玩游戏并不会影响参与者识别弱势个体的能力(p = 0.896, d = 0.02)。然而,我们注意到,与原始研究相比,我们的实地研究可能不够有力,因此我们的结果应该谨慎解释。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Inoculating against extremist persuasion techniques – Results from a randomised controlled trial in post-conflict areas in Iraq
Extremist organisations often use psychological manipulation techniques to persuade new members to join. Previous research has found that people can be made more aware of such techniques through psychological “inoculation” interventions, which seek to foster resistance against unwanted persuasion attempts. We conducted a field experiment (N = 191) in post-conflict regions of Iraq to assess the effectiveness of a short inoculation game, Radicalise, in improving vulnerable individuals’ resistance against extremist manipulation techniques. In a conceptual replication of Saleh et al. (2021), we translated and adapted the game for the Iraqi context and then conducted a 2x2 mixed (pre-post / treatment-control) randomised controlled experiment among a group of vulnerable youth in areas previously under ISIS control. We included two outcome measures: participants’ ability and confidence in correctly assessing WhatsApp messages making use of extremist manipulation techniques, and the ability to identify the factors that make an individual vulnerable to extremist recruitment. We find that playing the game significantly improved participants’ ability (p = 0.034, d = 0.31) in spotting manipulative messaging while the improvement in participants' confidence fell just above the traditional 0.05 significance level (p = 0.051, d = 0.29). However, unlike in Saleh et al. (2021), we find that playing the game did not impact participants’ ability to identify vulnerable individuals (p = 0.896, d = 0.02). However, we note that our field study may have been underpowered compared to the original study and our results should therefore be interpreted with some caution.
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