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Active inoculation boosts attitudinal resistance against extremist persuasion techniques: a novel approach towards the prevention of violent extremism

Published online by Cambridge University Press:  01 February 2021

NABIL F. SALEH
Affiliation:
Nudge Lebanon, Beirut, Lebanon and Department of Psychological and Behavioural Science, London School of Economics and Political Science, London, UK
JON ROOZENBEEK*
Affiliation:
Department of Psychology, School of the Biological Sciences, University of Cambridge, Cambridge, UK
FADI A. MAKKI
Affiliation:
B4Development, Doha, Qatar and Nudge Lebanon, Beirut, Lebanon
WILLIAM P. MCCLANAHAN
Affiliation:
Department of Psychology, School of the Biological Sciences, University of Cambridge, Cambridge, UK
SANDER VAN DER LINDEN
Affiliation:
Department of Psychology, School of the Biological Sciences, University of Cambridge, Cambridge, UK
*
*Correspondence to: Department of Psychology, University of Cambridge, Downing Street, CB2 3EB Cambridge, UK. Email: jjr51@cam.ac.uk
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Abstract

The Internet is gaining relevance as a platform where extremist organizations seek to recruit new members. For this preregistered study, we developed and tested a novel online game, Radicalise, which aims to combat the effectiveness of online recruitment strategies used by extremist organizations, based on the principles of active psychological inoculation. The game “inoculates” players by exposing them to severely weakened doses of the key techniques and methods used to recruit and radicalize individuals via social media platforms: identifying vulnerable individuals, gaining their trust, isolating them from their community and pressuring them into committing a criminal act in the name of the extremist organization. To test the game's effectiveness, we conducted a preregistered 2 × 2 mixed (pre–post) randomized controlled experiment (n = 291) with two outcome measures. The first measured participants’ ability and confidence in assessing the manipulativeness of fictitious WhatsApp messages making use of an extremist manipulation technique before and after playing. The second measured participants’ ability to identify what factors make an individual vulnerable to extremist recruitment using 10 profile vignettes, also before and after playing. We find that playing Radicalise significantly improves participants’ ability and confidence in spotting manipulative messages and the characteristics associated with vulnerability.

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Type
Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution, and reproduction in any medium, provided the original work is properly cited.
Copyright
Copyright © The Author(s), 2021. Published by Cambridge University Press
Figure 0

Figure 1. User interface of the Radicalise game. Note: Panels (a), (b) and (c) show how messages during the game are presented, the answer options from which players can choose and the score and credibility meters. Panel (d) shows the four badges that players earn after successfully completing the four stages in the game.

Figure 1

Figure 2. Simulated WhatsApp conversation examples (left: activation; middle: gaining trust; right: isolation). Note: Participants were asked to read a simulated WhatsApp conversation and answer a question on how manipulative they find the third party, as well as how confident they are in their answer.

Figure 2

Figure 3. Example of non-vulnerable (top left and top right) and vulnerable (bottom left and bottom right) profile vignettes. Note: Participants were asked to read an example of a profile vignette and then answer a question about the persona's vulnerability and the level of confidence in their answer.

Figure 3

Figure 4. Experimental design of the intervention. Note: Participants answered the same outcome measures before and after playing their respective games.

Figure 4

Figure 5. Perceived manipulativeness of WhatsApp messages. Note. Violin and density plots are shown of pre–post difference scores for the manipulativeness of six WhatsApp messages (averaged).

Figure 5

Figure 6. Perceived vulnerability of vulnerable and non-vulnerable profile vignettes. Note: Violin and density plots of pre–post difference scores are shown for the mean perceived vulnerability of vulnerable (top row) and non-vulnerable (bottom row) profile vignettes.

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