Abstract
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). We note that our field study may have been underpowered compared to the original study and our results should therefore be interpreted with some appropriate caution.Key Takeaways
- In a randomized controlled trial of 191 youth in post-conflict Iraq, playing the Radicalise inoculation game significantly improved participants' ability to identify manipulative extremist messaging (p = 0.034, d = 0.31), confirming the intervention's efficacy in high-risk, real-world environments.
- The intervention also increased participants' self-reported confidence in their ability to spot these manipulation techniques, with the effect size bordering on traditional significance thresholds (p = 0.051, d = 0.29), suggesting that gamified "prebunking" may build both competence and self-efficacy.
- While the game successfully trained users to spot manipulation techniques, it did not significantly improve their ability to profile vulnerable individuals (p = 0.896, d = 0.02). This distinction highlights that the intervention specifically targets counter-persuasion skills rather than general psychological profiling.
Author Details
Citation
Saleh, N., Makki, F., Van der Linden, S., & Roozenbeek, J. (2023). Inoculating against extremist persuasion techniques – Results from a randomised controlled trial in post-conflict areas in Iraq. advances.in/psychology, 1, 1. https://doi.org/10.56296/aip00005
Transparent Peer Review
The current article passed one round of double-blind peer review. The anonymous review report can be found here.













