Building social cohesion through virtual intergroup contact: Mobile app experiment in Bangladesh

Last registered on January 30, 2025

Pre-Trial

Trial Information

General Information

Title
Building social cohesion through virtual intergroup contact: Mobile app experiment in Bangladesh
RCT ID
AEARCTR-0012425
Initial registration date
December 14, 2023

Initial registration date is when the trial was registered.

It corresponds to when the registration was submitted to the Registry to be reviewed for publication.

First published
December 20, 2023, 1:59 PM EST

First published corresponds to when the trial was first made public on the Registry after being reviewed.

Last updated
January 30, 2025, 8:15 PM EST

Last updated is the most recent time when changes to the trial's registration were published.

Locations

Region

Primary Investigator

Affiliation
Waseda University

Other Primary Investigator(s)

PI Affiliation
Kwansei Gakuin University
PI Affiliation
Sophia University
PI Affiliation
University of Chittagong

Additional Trial Information

Status
In development
Start date
2024-08-01
End date
2025-01-31
Secondary IDs
Prior work
This trial does not extend or rely on any prior RCTs.
Abstract
This study explores whether virtual intergroup contact enhances social cohesion between refugees and host communities. Given the rising number of refugees, tensions between refugees and host communities have intensified. While intergroup contact has been widely studied as a means to alleviate such tensions, the potential of virtual intergroup contact remains underexplored. To address this gap, we will conduct a randomized control trial in Bangladesh, a major host country for Rohingya refugees from Myanmar. We developed an original online gaming application where participants collaborate in teams to harvest fruit from a shared farm. In the treatment groups, teams will include computer-generated players (bots) representing Rohingya refugees, enabling us to simulate virtual intergroup interactions and flexibly adjust both the performance of these bots and the duration of interactions. We will assess its impact on general attitudes towards refugees, hostility through an incentivized joy-of-destruction experiment, and implicit bias using the list experiment technique.
External Link(s)

Registration Citation

Citation
Takahashi, Ryo et al. 2025. "Building social cohesion through virtual intergroup contact: Mobile app experiment in Bangladesh." AEA RCT Registry. January 30. https://doi.org/10.1257/rct.12425-1.5
Sponsors & Partners

There is information in this trial unavailable to the public. Use the button below to request access.

Request Information
Experimental Details

Interventions

Intervention(s)
We will develop an original mobile game application (app) and conduct a randomized experiment in Bangladesh. In the game, players will form a group and collaboratively manage a fruit farm.
Intervention (Hidden)
In the game, three players will form a group and collaboratively manage a fruit farm. Each group member’s information is limited to only their nationality (Bangladeshi or Rohingya), while all other details remain anonymous. In addition, the game does not include any communication features, preventing players from interacting with other group members.
The game is simple, where the only task is to open the app and harvest the fruits that appear on the tree by tapping the screen. The game interface displays both the total harvest of the group and the individual harvests of each of the three members.
Players engage in this game with their group for five days, which constitutes one round. In total, there are six rounds to be played, with group members being randomly shuffled at the beginning of each round. At the end of each round, players receive rewards based on the total fruits harvested by their group. The maximum group reward per round is set at 900 Bangladesh Taka (BDT), with a total of 5,000 fruits generated in every round. Consequently, the value of each fruit is set at 0.18 BDT. Regardless of individual contributions, the total reward is divided equally among the three members. Actual payments are made in a lump sum after the completion of all six rounds and once all rewards are finalized. The total rewards will be transferred through bKash, an electronic payment system commonly used in Bangladesh.
Before the game begins, participants will be informed that Rohingya players may be included in their team. They will also be told that computer players (bots) may be in the team. In reality, all Rohingya players are bots because of the practical difficulties in invloving Rohingya refugees. However, this information will not be disclosed to the participants. In our pre-test, the majority of participants believed that the Rohingya players were real human players.
Intervention Start Date
2024-10-30
Intervention End Date
2024-12-31

Primary Outcomes

Primary Outcomes (end points)
The primary outcome variables are general attitudes towards refugees, hostility through an incentivized joy-of-destruction experiment, and implicit bias using the list experiment technique.
Primary Outcomes (explanation)

Secondary Outcomes

Secondary Outcomes (end points)
Secondary Outcomes (explanation)

Experimental Design

Experimental Design
We plan to recruit up to 2,500 smartphone users in Bangladesh. Participants will be randomly assigned to one of the four treatment arms or the control group prior to the beginning of the game. Each group will consist of 500 participants.
Experimental Design Details
Participants will be randomly assigned to one of the four treatment arms or the control group prior to the beginning of the game. Each group will consist of 500 participants. The randomization is at the player level without any stratification. In the control group, each team is formed with two Bangladeshi human participants and one Bangladeshi bot. The bot's performance level will dynamically reflect the real-time average performance of the Bangladeshi players in this group.
In the first treatment group, participants will continuously engage with a Rohingya bot from the first round through the fifth round. During this period, the performance of the bots will be adjusted to reflect the real-time average performance of Bangladeshi participants in the control group. In the final sixth round, participants will form teams identical to those in the control group, consisting of two Bangladeshi human participants and one Bangladeshi bot.
In the second and third treatment groups, teams will also always include one Rohingya player represented by a bot until the fifth round, but the performance level of the bot will vary. For the second group, the bot’s capability will be enhanced to 150%, simulating virtual contact with a high-performing Rohingya, whereas in the third group, the bot’s performance will be decreased to 50%, presenting an interaction with a lower-performing Rohingya. Consistent with the first treatment group, participants in these groups will team up with a Bangladeshi bot in the final sixth round.
Finally, in the fourth treatment group, we reduce the frequency of virtual contact with Rohingya to one-third compared to the first treatment.
Randomization Method
The randomization will be done in the app using random numbers.
Randomization Unit
The randomization is at the player level without any stratification.
Was the treatment clustered?
No

Experiment Characteristics

Sample size: planned number of clusters
No cluster
Sample size: planned number of observations
2,500 smartphone users
Sample size (or number of clusters) by treatment arms
Each group will consist of 500 participants.
Minimum detectable effect size for main outcomes (accounting for sample design and clustering)
This section details the power analysis conducted for our game experiment, where the unit of analysis is individual level. In this experiment, we anticipate a 100% take-up rate for all treatment arms, as participants are automatically assigned to one of the treatment groups. It is important to note that failure to access the game during its duration does not count as attrition in this study, as it potentially reflects both attrition and free-riding behavior. Instead, attrition is defined strictly as the failure to respond to the post-game endline survey. In a pre-test conducted in February 2024, the observed attrition rate was 13%. Using this figure as a reference, we conservatively estimated the attrition rate to be 15% for this power analysis. We performed power calculations for selected primary outcomes: the burning amount in the Joy-of-Destruction (JoD) experiment, the social cohesion index, and the index of beliefs about refugees’ abilities. These calculations are based on a hypothesis test with a significance level of 5% and 80% power, comparing two trial arms with 500 participants each in balanced treatment assignment. For the burning amount in the JoD experiment, our analysis builds upon the study by Higuchi et al. (2024), which implemented the JoD experiment against Rohingya refugees in 2020, targeting 1,679 households in Bangladesh. They reported a mean payment of 23.9 BDT and a standard deviation of 28.1 BDT to participants to decrease donations. For the indexes measuring social cohesion and beliefs about refugees’ abilities, we use standardized scales (z-scores) with a mean of 0 and a standard deviation of 1. In our power analysis, the anticipated effect size with a 15% attrition rate is 0.19, which Cohen (1988) categorizes as a small effect. We are powered to detect a MDE of 5.41 BDT for the burning amount in the JoD experiment, which is approximately 23% of the mean reported in previous studies. For the social cohesion index and the index of beliefs about refugees’ abilities, the MDEs are set at 0.19 z-scores. These MDEs are considered reasonable for our experimental design, especially in light of findings from prior studies, such as one indicating that each standard deviation increase in distance from the refugee camp correlated with an increase of up to 7.5 BDT in the amount paid in the JoD experiment (Higuchi et al., 2024).
IRB

Institutional Review Boards (IRBs)

IRB Name
Ethics Review Committee on Research with Human Subjects of Waseda University
IRB Approval Date
2022-11-23
IRB Approval Number
2022-392
Analysis Plan

There is information in this trial unavailable to the public. Use the button below to request access.

Request Information

Post-Trial

Post Trial Information

Study Withdrawal

There is information in this trial unavailable to the public. Use the button below to request access.

Request Information

Intervention

Is the intervention completed?
No
Data Collection Complete
Data Publication

Data Publication

Is public data available?
No

Program Files

Program Files
Reports, Papers & Other Materials

Relevant Paper(s)

Reports & Other Materials