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Performance Effects of Immersion Game Elements

Last registered on January 27, 2025

Pre-Trial

Trial Information

General Information

Title
Performance Effects of Immersion Game Elements
RCT ID
AEARCTR-0015248
Initial registration date
January 27, 2025

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
January 27, 2025, 10:43 AM EST

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

Locations

Region

Primary Investigator

Affiliation
University of St.Gallen

Other Primary Investigator(s)

PI Affiliation
University of St. Gallen

Additional Trial Information

Status
In development
Start date
2025-02-15
End date
2025-04-25
Secondary IDs
Prior work
This trial does not extend or rely on any prior RCTs.
Abstract
This study investigates the effect of rankings and immersion game elements on employee performance using a 2x2 experimental design. Individuals in the lab are randomly assigned to one of four experimental conditions: 1) ranking only, 2) immersion only, 3) ranking and immersion, 4) control. We formulate two hypotheses: 1) Rankings increase individuals' performance. 2) The effect of rankings on performance is stronger with immersion game elements present.
External Link(s)

Registration Citation

Citation
Fehrenbacher, Dennis and Andreas Oesinghaus. 2025. "Performance Effects of Immersion Game Elements." AEA RCT Registry. January 27. https://doi.org/10.1257/rct.15248-1.0
Experimental Details

Interventions

Intervention(s)
We randomly assign participants to four experimental conditions: 1) ranking only, 2) immersion only, 3) ranking and immersion, 4) control.
Intervention (Hidden)
1) In the ranking only condition, before the start of the experiment, participants will be made aware that the number of decoded letters each participant reports, will be displayed in a public ranking at the end of each round. After each round, participants will be asked to report the number of decoded letters to the instructor. The instructor will then display a sorted public ranking on a large screen with the ranking position, name, and score of each participant.
2) In the immersion only condition, before the start of the experiment, participants will select an avatar from 40 pre-configured portrait busts. The avatar of each participant will then be prominently visible for the respective participant during the entire experiment. Also before the start of the experiment, participants will receive a text with a narrative and complementary pictures to frame the task in the experiment. During the break, participants will be asked to note the number of decoded letters in a table next to their avatar. The table will not be visible to other participants. Also during the breaks, participants will receive short texts with complementary pictures that continue the narrative.
3) In the ranking and immersion condition, participants will select their avatars, receive the narrative and their performance will be displayed in the public ranking. Contrary to the immersion only condition, participants’ avatars will also be displayed next to their score and name on the public ranking.
4) In the control condition no ranking and no immersion game elements will be used. During the break, participants will be asked to note the number of decoded letters in a table on their desk.
To ensure comparability, the duration of the introduction and breaks will be kept constant across conditions.
Intervention Start Date
2025-02-15
Intervention End Date
2025-04-25

Primary Outcomes

Primary Outcomes (end points)
Reported performance
Primary Outcomes (explanation)
Reported performance = the number of decoded letters the participants report

Secondary Outcomes

Secondary Outcomes (end points)
Identification with the avatar, degree of immersion, enjoyment, trait competitiveness, personality traits, perceived effort, gaming frequency and type, demographics
Secondary Outcomes (explanation)
Identification with the avatar, i.e. extend the participants identify with their avatar
Degree of immersion, i.e. how much the participants feel immersed in the experience of the experiment
Enjoyment, i.e. how much the participants enjoy the task and the experiment
Trait competitiveness, i.e. the degree to which participants are driven by their relative social status (interpersonal competitiveness) versus mastering the task (goal competitiveness)
Personality traits, i.e. consistent patterns of thoughts, feelings, and behaviors that distinguish individuals (big five personality traits)
Perceived effort, i.e. participants’ perception of how much effort they put into the task
Gaming frequency and type, i.e. how much participants play video games (currently and in their teens) and what types (action, sports, ...)
Demographics, i.e. education, gender, age, work experience

Experimental Design

Experimental Design
Our experiment uses a 2x2 between-subjects design.
Experimental Design Details
Our experiment uses a 2x2 between-subjects design. We complete the experiment in separate sessions in groups of 8. Each session will last roughly 45 minutes. Participants are randomly assigned to one of four conditions, based on the session they attend.

Participants privately perform a task in individual cubicles. The task involves 8 rounds of decoding numbers into letters using a decoding grid, with each round lasting 2 minutes followed by a 2 minute break.

After the task, participants complete a questionnaire.
Randomization Method
Participants are randomly assigned to one of four conditions, based on the session they attend.
The sessions were randomly assigned to the four conditions before the start of the first trial using a computer.
Randomization Unit
experimental sessions (groups of 8)
Was the treatment clustered?
Yes

Experiment Characteristics

Sample size: planned number of clusters
24 experimental sessions
Sample size: planned number of observations
192 participants
Sample size (or number of clusters) by treatment arms
48 participants per experimental condition
Minimum detectable effect size for main outcomes (accounting for sample design and clustering)
IRB

Institutional Review Boards (IRBs)

IRB Name
Ethics Committee HSG
IRB Approval Date
2025-01-15
IRB Approval Number
N/A

Post-Trial

Post Trial Information

Study Withdrawal

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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