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Field Before After
Trial Status in_development on_going
Abstract We study the effects of various elements of supervisory communication - peer performance information, encouragement, and praise - on the effort and performance of individuals. To do so, we randomize the provision of such communication elements during a simple online game of visual perception. The game will be advertised as a challenging game of self-improvement using social media outlets. We study the effect on various outcomes: intensity of play and number of games played (effort), as well as accuracy and game score (performance). We study the mean effect on players, as well as the effect on subgroups based on task-related confidence and gender. We study the effects of various elements of supervisory communication - peer performance information and subjective feedback - on the effort and performance of individuals. To do so, we randomize the provision of such communication elements during a simple online game of visual perception. The game is advertised as a challenging game of self-improvement using social media outlets. We study the effect on various outcomes: intensity of play and number of games played (effort), as well as accuracy and game score (performance). We study the mean effect on players, as well as the effect on subgroups based on task-related confidence and gender.
Trial End Date September 30, 2019 February 28, 2020
JEL Code(s) D91, I24, J16, M54
Last Published March 08, 2019 03:59 PM September 18, 2019 01:17 PM
Intervention (Public) The intervention will include elements of performance feedback (own best score, leader board) and subjective feedback (encouragement, praise), given prior to and during the online game. The intervention includes elements of performance feedback (leader board) and subjective feedback (encouragement, praise, trash talk), given prior to and during the online game.
Intervention End Date June 28, 2019 November 30, 2019
Experimental Design (Public) We will collect data using an online game that will be advertised using social media outlets. During the 2 minute game, treatment will be given using pop-up text boxes using simple phrases and graphics. Treatment will be randomized among the interactions of two dimensions: (1) performance information and (2) subjective feedback. We collect data using an online game that is advertised using social media outlets. During the 2 minute game, treatment is given using pop-up text boxes using simple phrases and graphics. Treatment is randomized among the interactions of two dimensions: (1) performance information and (2) subjective feedback.
Planned Number of Observations 9000 individuals 8000 individuals
Sample size (or number of clusters) by treatment arms 1000 individuals for each treatment arm (9 arms including control group) 1000 individuals for each treatment arm (8 arms including control group)
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