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The Bystander Effect (and ARGs maybe?)
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skilletaudio
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The Bystander Effect (and ARGs maybe?)

Hi folks, been a while, hasnt it?

I've been doing some bookworming for a research paper on the "Bystander effect." If you dont recognize the term, it has to do with the effect of the presence of, action of, and perception of other people on one's actions. Specifically, a lot of research has gone into the effects on "helping behavior" in emergency situations.
You may be familiar with the Kitty Genovese murder case(http://en.wikipedia.org/wiki/Kitty_Genovese) where a woman was stabbed to death over a period of a half hour, while dozens of neighbors looked on without intervening or calling the police.

There may seem to be a lot of doom and gloom to the subject. Indeed, the Genovese case sparked a lot of research into the aspects of emergency response. For those interested, Bibb Latane and John M Darley fielded a lot of the studies regarding this phenomenon in the years following the Genovese case. I'll be referencing their book on the subject shortly. While this is the focus of my paper, this is not what brought me to suddenly post on UF about this.

Other studies had been done on the social psychology and influence of other people in certain situations. One such case instantly reminded me of the ARG experience. Specifically, a study was done on the effect of bystander response to random play. Read on:

Quote:

In a study conducted in a senior social psychology seminar at New York University, Sheri Turtletaub and Harriet Ortman cleverly capitalized on this fascination to study the promotion of interaction among groups of strangers. They were concerned with factors promoting interaction among previously nonorganized groups in public places. Most specifically, their task was to turn the Grand Central Station waiting room into a frenzy of flying frisbees.

A girl sat on a bench in the waiting room. Soon another girl sat on a bench facing her. They recognized each other and began a conversation. One girl had been shoping and announced that she had just bought a frisbee. The other girl asked to see it and the first girl threw it to her. They then began to toss it back and forth. Apparantly by accident, the frisbee was thrown to a third person and the reaction of this third person ( an experimental confederate), was the independent variable of the study. That person either enthusiastically joined in throwing the frisbee or accused the two girls of being childish and dangerous, and kicked the frisbee back across the gap.

Whichever of these two variations occured, the two girls continued throwing the frisbee back and forth and eventually threw it to one of the real bystanders seated on the benches. They continued this until all the bystanders on the two facing benches had been tried...

Quote:

When the experimental confederate joined in the play, the other spectators were extremely likely to do so also. The average percentage of participation over four cases was 86% and people often came from other areas of the waiting room to participate.

Quote:

On the other hand, if the confederate refused to play and instead dissaproved of the girls' activity, no other bystander ever joined in the action. Instead, people sitting nearby would frequently get up and move to other seats to avoid being thrown a frisbee, muttering their disapproval while doing so.

The girls went on to run further tests in an attempt to determine which features of the confederate's behavior were critical. In one condition, the confederate returned the frisbee to the two girls without commenting or otherwise joining in the action. A high percentage, 74%, of bystanders participated, not significantly different from the positive participating condition.

Quote:

These results suggest that what the confederate did was less important than what the confederate said.

-all of the above quoted from:
Latane, Bibb and John M. Darley. The Unresponsive Bystander: Why Doesn't he Help? New York: Appleton-Century-Crofts, 1970. 24-26

I'm sure some of you have seen the implication above. Allow me to offer my own thoughts in terms of ARGs.
When ARG's move out into the real-world space(shopping malls, restaurents, business plazas, subway stations, etc), either for "missions" (see ILB and the folks who got 30+ people to salute at once for the camera http://www.ilovebees.com/hmrpita.jpg) or for planned play orchestrated by PM's, I think its reasonable to assume that the game is fully in the grasp of such social tendencies.



The primary factor in the inhibition of bystanders' participation was the overt detraction of the activity by the shill. (evidence of judgement encouraged others to judge the game similarly). On the other hand, in the absence of detraction, play became spirited and infectious.

For the most part, I was simply intrigued by this account. One thought I had regarding ARG play in normal environments would be to attempt to engineer the spirt of spontaneous play to sway the crowd's interaction with the game. Perhaps a carefully planted shill could turn apprehension and bewilderment at a public "scene," puzzle or other scripted event to acceptance and even participation.

I havent looked into other research, Im sure our distinguished Jane McG is quite well read on the entire topic, but what do you folks think?
If an ARG wants to step off the internet and into reality spaces, perhaps PM's would benefit by doing a little research into social psychology and crowd behavior.

PostPosted: Fri Jul 28, 2006 7:42 pm
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EMUGOD
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indeed, mob psychology is essential to ARGs. The problem is that it would require a substantial number of plants to actively control a situation. a workaround would be to create the situation you (the PM) want to create, and simply see how others react. then you go forward with the plot based on how the event turned out.

this approach would require much forethought and planning, but the alternative is probably out of reach for all but the truly massive scale ARGs... basically ILB...

PostPosted: Sat Jul 29, 2006 2:59 am
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skilletaudio
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To have total control of a situation would be a massive undertaking for sure, but you may notice, in the case stated above, the primary shift in the behavior of the entire crowd was affected by a single shill, who was the first to react.
This leads me to believe that one could duplicate this experiment, with exactly one shill, who would respond, overtly, in the manner in which the PM's desire, and it would be reasonable to expect the crowd's actions would shift in that direction as well.

In effect, I'm suggesting the exact results of this experiment could be duplicated(not an unreasonable assumption), but as a tool of a scenario, instead of the scenario itself being a tool of the experiment. I'm not speaking in terms of the players, necessarily, who will be aware and seeking anomalies in behavior, and unlikely to react as normal bystanders would, but instead that in the right situation, the "scene" could effectively incorporate strangers into the play through a small effort.

PostPosted: Sat Jul 29, 2006 4:11 am
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Ehsan
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http://mirlandano.livejournal.com/11075.html

PostPosted: Sat Jul 29, 2006 5:04 am
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Phaedra
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Ehsan wrote:
http://mirlandano.livejournal.com/11075.html


Heh, I was just thinking about that entry. In a much less cool example, while my sister, my friend and I were waiting in line at a busy Hollywood Video, my friend grabbed my sister's hat and hid it behind her back, then passed it to me. I passed it to the person behind me in line, who passed it on. I'd say, all told, about 6-7 strangers participated in the impromptu game of keepaway.

I think what's key here both in the difference between spectators' willingness to participate in a game and their willingness to help someone in need, and in the difference between their willingness to partcipate when a "shill" -- I like the term "confederate" much better there -- either does not overtly judge the game, or praises it, and when s/he speaks negatively of it, is the sense of stakes.

If something is clearly a game, the stakes are very small. Which is part of the reason, I think, that a visible "game framework" is important in getting people to participate. If it's an emergency, on the other hand, the stakes are very high and forgoing participation may be a way for bystanders to avoid having to accept those stakes.

Similarly, if it's a game where people are clearly having fun and of which a supposedly uninvolved -- and therefore independent -- "confederate" approves, participation costs the bystanders nothing. They don't lose face at all by joining in. However, if the "confederate" displays disapproval, they risk losing face by participating, and therefore it's safer to join in the disapproval instead.

The difference in the stakes is of far less magnitude than that between participating in a game and helping in an emergency, but I think the principal is the same.

At least, that's my theory. Wink
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PostPosted: Sat Jul 29, 2006 1:34 pm
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skilletaudio
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Yep, that is basically the whole concept. Theres a lot of pieces in the bystander puzzle. To speak in terms of emergency behavior, studies have found that there is definitely a cost analysis (Example: the presence of blood on a victim raises the health and emotional cost of intervening; a victim who was bleeding was helped much less than a bloodless victim), but also a salience of judgement: people look to each other for clues as to how to behave. If everyone is acting calm and composed while frantically trying to decide what to do internally, the net effect is that noone does anything, because they are recieving the silent cue that the proper action is to look calm and composed.

Not to attempt to blur the lines between emergencies and play, but I think you're right, insofar as you couldnt stage an ambiguous scene(for example, something highly dramatic) and convince a crowd that it was in good fun by a few social cues, but I think the experiment from the OP raises an intriguing idea, that a purely fun or at least harmless event could be made infectious by design, or at least with a higher chance of success.

I wonder what would work -faster- for getting strangers to engage in play, giving them an overt cue(like a wink) to decode, or manipulation by psychology, like in the confederate scenario.

PostPosted: Sat Jul 29, 2006 5:33 pm
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Red Queen
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Slant

I think it was a different site - I've seen so many recently - but there was some story about a guy that got on a bus, his face was painted blue and he wore a hoodie with a logo/slogan on the back. He got on th bus (or train) talking on a cell phone, his conversation was audible and intent. Of course his blue face got people's attention and at one point he turned around and the logo/slogan was for a cell phone company and the slogan was *talk until you're blue in the face.* I had to laugh at how ingenius that was....and at the various campaigns marketers use to involve the public....which is the underlying foundation of group participation.

I don't offhand recall the company because I was skim reading but had I been on that bus and seen that, I know from my reaction that I'd have remembered the company and very probably sought them out first to check into getting a cellphone. One I won't go with for any reason is Vonage - just because that theme tune annoys the hell out of me.


It got me thinking about variations I've read about ARG launches. Having lurked here, I've gotten an idea what you all consider lame vs cool. But what about the Bystander Effect merging with the blue face approach as a launch?

Such as: you've got your shill or whoever armed with cell phone and a tshirt with a slogan that might just read T.I.N.A.G. and he's on the phone discussing some strange cryptic scenario and mentions a URL. He's drawn attention to himself (without of course alerting the terror squad to shoot him when he steps off, people are so pansyassed these days) - the idea being to engage the evesdroppers into recalling the information/URL and checking it out later, to satisfy their curiosity and they get sucked into following the plot as a bystander....and perhaps thru that they could be inspired to submit email/contact info at which point they can be pulled deeper into the game....somewhere on the shill sites there is a subtle mention of TINAG - no link, no explanation, the idea being that this is also a hook to the world of ARGs and if they encounter it enough in a SUBTLE way, they could be motivated to google it and end up here - or at Tina G's website... but will end up here, or here as in the world of ARG, which would then bring them to the wonder zone of confusion - is this a game or what? And the only way to find out is to keep playing. Once they've been contacted by ingame characters they'll likely keep playing.

Just a thought.

PostPosted: Sun Aug 27, 2006 12:04 pm
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Giskard
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Re: Slant

Red Queen wrote:
Such as: you've got your shill or whoever armed with cell phone and a tshirt with a slogan that might just read T.I.N.A.G. and he's on the phone discussing some strange cryptic scenario and mentions a URL.


Red Queen wrote:
....somewhere on the shill sites there is a subtle mention of TINAG - no link, no explanation, the idea being that this is also a hook to the world of ARGs and if they encounter it enough in a SUBTLE way, they could be motivated to google it and end up here - or at Tina G's website... but will end up here, or here as in the world of ARG, which would then bring them to the wonder zone of confusion


Imho, your suggestions are rather paradoxal. As a PM, you either adhere to the TINAG principle, which means that you treat your game solely as an alternate reality to your audience, or you promote it as a game thus announcing it as one. What you cannot do is have your game saying it is not a game when you are trying to imply that it actually is one.

Don't get me wrong, I've read your other post and I get your concerns of how to get people who know nothing about ARGs to play a game, but I don't think it should be done by claiming "This is not a game".

If a PM wants to start a game, wants it to follow the principle of TINAG, and wants as big an audience as possible, than that's the challenge (s)he is setting him/herself. I don't think it's all that hard really, as people are curious by nature and they need only the slightest lead to have them digging for more info and get them interested. Wether they know it's a game or not, or wether they even know what an ARG is or not.

Recent examples of this would be Eon8 and Steorn, but past launches have also been quite effective in attracting large audiences without giving away that they are ARGs, for example by sticking a seemingly unrelated URL into a movie theatre commercial (ilovebees), by merely placing a countdown on a site and then have it linked to by Google (Project MU), or sending out packages with pots of honey with letters floating in them (ilovebees again).

Having said all this, I'm not too sure if both our posts are actually on-topic, as the by-stander effect deals with steering the outcome of events, and to me using a (variation of a) man with a blue face in a train in the end is just a walking billboard, albeit an original one.
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PostPosted: Sun Aug 27, 2006 4:34 pm
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SirQuady
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Re: The Bystander Effect (and ARGs maybe?)

skilletaudio wrote:

Quote:

When the experimental confederate joined in the play, the other spectators were extremely likely to do so also. The average percentage of participation over four cases was 86% and people often came from other areas of the waiting room to participate.



Ah, but this is two girls doing this. Did the people running it count the attractiveness of the girls? for if they were attractive, methinks the number of people (read: young men) who get involved would increase exponentially. I'd like to see the same thing done by a overweight middleaged man and a 80 year old woman. Wink

Seriously, that sounds cool. Cool topic.
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PostPosted: Sun Sep 10, 2006 5:41 pm
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ardiente
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Giskard wrote:


If a PM wants to start a game, wants it to follow the principle of TINAG, and wants as big an audience as possible, than that's the challenge (s)he is setting him/herself.


We're beginning to discuss this exact problem in relation to the AV trailhead. It seems to have a number of dark and quite ambiguous themes that have put a number of people off participating. The 'not a game' principle appears to be so rigourously deployed here, that even those of us who have taken an interest are a little confused as to how best we should proceed. But my point here is to ask whether the 'bystander effect' and other psychological pressures seriously limit ARGs in the degree of moral complexity they can deal with?

I once sat in a full railway carriage when two men got on and spat on the man satting opposite me. He responded vigourously and the two men began to beat the living daylights out of him. It was probably a full minute before I realised that no one in the carriage was going to get involved and stop this. Maybe forty people would just look the other way. I couldn't, and eventually the man who was spat on and I pushed the two (drunk) men off the train at the next station. But I would have happily looked the other way if someone else had got up and done something.

So, if this is not a game, how do you involve an audience (better, participants) in what might be called a 'limit' situation?

EDIT:
Giskard wrote:

Having said all this, I'm not too sure if both our posts are actually on-topic, as the by-stander effect deals with steering the outcome of events,


Maybe I'm OT too... I notice there are a few thread titles where this might be more appropriate. Will explore a bit more, but still interested in your answers here.

PostPosted: Sat Sep 23, 2006 8:23 am
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Giskard
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ardiente wrote:
The 'not a game' principle appears to be so rigourously deployed here, that even those of us who have taken an interest are a little confused as to how best we should proceed.


Well, that was not entirely what I wanted to get across. I think that here on unFiction, there are a lot of different people and they all have different views. I myself vehemently support the TINAG principle and have by far enjoyed ARGs that adhere an iron curtain policy the best.

That does not mean though that this community, or I myself even, do not like or tolerate games that are not done according to these principles, it's just that they are less immersive, so they will have to have other qualities to compensate for that.

The point I was trying to make is that a game should, in my opinion, not be promoting itself by saying it is not a game, but in small print tells people that "hey, it actually is, ignore what we said".

ardiente wrote:
But my point here is to ask whether the 'bystander effect' and other psychological pressures seriously limit ARGs in the degree of moral complexity they can deal with?

[snip]

So, if this is not a game, how do you involve an audience (better, participants) in what might be called a 'limit' situation?


Well, that is a serious challenge you are setting yourself as a PM... Smile I think you have effectively pointed out the downside of the bystander effect and it's use in ARGs. I think it can be used to the advantage of ARGs, but there'll probably be a limit to the "impact" a situation can have for it to be effectively used.

This would really be pretty interesting research material Smile
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PostPosted: Mon Sep 25, 2006 7:44 pm
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GuyP
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But wait, why stop there? There's all kinds of fun psychological precepts we can apply to ARGs!

Social Loafing

Quote:
Social loafing is the phenomenon that persons make less effort to achieve a goal when they work in a group than when they work alone. This is one of the main reasons that groups sometimes perform less than the combined performance of their members working as individuals.


Diffusion of Responsibility or Someone Else Will Solve It

Quote:
Diffusion of responsibility is a social phenomenon which tends to occur in groups of people above a certain critical size when responsibility is not explicitly assigned.


Groupthink

Quote:
A mode of thinking that people engage in when they are deeply involved in a cohesive in-group, when the members' strivings for unanimity override their motivation to realistically appraise alternative courses of action.


Group Polarization

Quote:
Group polarization effects have been demonstrated to exaggerate the inclinations of group members after a discussion... In particular, research has found that group discussions conducted when discussants are in a distributed (cannot see one another) or anonymous (cannot identify one another) environment, can lead to even higher levels of group polarization compared to traditional meetings.


EDIT: And how remiss of me to miss out Collective Intelligence!

Quote:
Collective intelligence... emerges from the collaboration and competition of many individuals, an intelligence that seemingly has a mind of its own. Your consciousness, for example, is a form of collective intelligence. It's an emergent property of the social activity of 100 billion independent nerve cells swapping nano-bits of information. George Por defined it as "the capacity of a human community to evolve toward higher order complexity thought, problem-solving and integration through collaboration and innovation."


Good stuffs for game designers and community-oriented folk everywhere Smile

PostPosted: Wed Oct 11, 2006 4:54 pm
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rose
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I am intrigued by these group dynamic ideas in general and the application in ARGs in particular.

One thing I don't get - there are only 3 crimes that I saw mentioned in the wikipedia article about diffusion of responsibility. To me, that means the failure of a group to report a crime or accident because each individual thinks someone else will do it, is an extremely rare occurrence. I would love to see a study showing how often- outside a lab testing situation- failure to act based on the assumption that someone else will do something, actually occurs. I can see students assuming that the test administrator was taking care of other subjects, but if they didn't know an authority figure was there, would they have acted otherwise? I've never seen people just mindlessly ignore someone who was hurt or fail to call the police when they witness an accident.

The Genovese case is rightly famous here in New York, and I guess throughout the world, but, as far as I can tell here, it was one of a few tragic, isolated incidents.

Also, to me, the key factor in the social loafing article, is that people loaf when they don't feel the task or the group is important. That seems to be more of a question of the motivation of the specific task to be done rather than the effect of groups per se. So, yes if you give a group of people a task they don't value, they won't work that hard at it. Smile

I suppose I have a higher regard for group function; most of these concepts seem to be somewhat negative. (I'm not saying they aren't true, but I think there is much more to the story of group behaviour. ) Actually, the ability of a small number of people, or a person, to influence group behaviour simply by their actions, is something that I find inspiring. I guess that is almost the flip side of the bystander effect - within a group individuals may have more power and influence than they think they do.
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PostPosted: Wed Oct 11, 2006 7:11 pm
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Mikeyj
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rose wrote:
Also, to me, the key factor in the social loafing article, is that people loaf when they don't feel the task or the group is important. That seems to be more of a question of the motivation of the specific task to be done rather than the effect of groups per se. So, yes if you give a group of people a task they don't value, they won't work that hard at it. Smile


I work in a lab with 10 other people. We have all (on many, many occasions) complained about tidiness, which can be hazardous and is always annoying, especially when you want to use a piece of equipment and it's covered in crapola. Despite us all agreeing that it's awful, and nobody wanting the thing they want to use to be covered in crapola, and nobody liking it, and that it's a hazard it still happens with the same frequency. It can only be us. So as an utterly OT rant about social loafing...can anyone recommend a social antidote? Please? We've got 14 undergrads starting in January for their final year projects and I may commit a homicide (or two). Then I guess we can test whether anyone calls the police.

Back on topic, what size of group would prove the most effective? If you increase the size of a group do they become more intelligent and then things break down due to inertia and lack of communication? With reference to ARGs does this mean that a number of teams of individuals (of any size) playing would be more effective than the teams combined as one large team?

[Edit]| Just noticed in Unforum years I'm 2 today...do I get a cake Very Happy
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