Gamification
Definition
Gamification is the application of game-based design principles to behavioural or educational interventions, typically to increase engagement and skill acquisition in target populations. In the development of the inoculation game Radicalise, insights from the gamification literature were combined with technique-based inoculation theory to produce a short browser game aimed at helping vulnerable youth recognise manipulation techniques used by extremist recruiters. The game exposed players in post-conflict regions of Iraq to simulated scenarios involving extremist persuasion tactics, with narrative feedback and perspective-taking exercises forming the active learning mechanism. In a randomised controlled trial of 191 participants, playing the game significantly improved the ability to identify manipulative WhatsApp messaging (p = 0.034, d = 0.31), and produced a borderline improvement in self-reported confidence (p = 0.051, d = 0.29), though it did not improve the ability to identify individuals vulnerable to recruitment (p = 0.896, d = 0.02).
Sources: Saleh et al. (2023)
Related Terms
- Field Research (1 shared article)
- Post-Conflict Region (1 shared article)
- Prevention of Violent Extremism (1 shared article)
- Inoculation Theory (1 shared article)
Applications
Gamification and Inoculation Theory
The Radicalise game was built by drawing on both gamification principles and technique-based inoculation theory, combining them into a single intervention designed for at-risk youth. Game mechanics supported the active inoculation approach, in which players generate their own responses and receive feedback, thereby producing counterarguments against the manipulative techniques they encounter within the game environment.
Sources: Saleh et al. (2023)
Gamification and Extremism Prevention
Gamified prebunking was deployed specifically to address vulnerability to extremist recruitment among youth in areas of Iraq previously under ISIS control. The randomised controlled trial demonstrated that a 10-minute gamified intervention could produce measurable improvements in participants' ability to spot extremist manipulation techniques in realistic messaging contexts such as WhatsApp.
Sources: Saleh et al. (2023)



