Eliciting opponent behaviour in a crowdsourced game

conference paper
To combat violent extremism, enhanced understanding of the drivers behind extreme behaviours is necessary. TNO is developing a research platform to experiment with opponent behaviour: the Opponent Immersion Game (OIG). The goal of this game is to gather data on the drivers of conflict on an individual level, which is then combined into group level behaviour. Participants are immersed in a virtual narrative, in circumstances that trigger radical actions. Based on the choices the player makes in this virtual world, we not only learn about the implications and interplay of needs, beliefs, attitudes and emotions on the behaviour of conflict actors, but also how group behaviour is affected by individual actions. By using an online crowdsourced research platform, data can be quickly gathered, analysed and integrated into new models of opponent behaviour. This paper addresses design guidelines for game-based experimental research.
Topics
TNO Identifier
873413
Source title
13th NATO Operations Research & Analysis Conference on Wargaming, Ottowa, Canada