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Robbers Cave04:49

Robbers Cave

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During the 1950s, the landmark Robbers Cave experiment demonstrated that when groups must compete with one another, intergroup conflict, hostility, and even violence may result. At the Oklahoman summer camp, two troops of boys—termed the Rattlers and the Eagles—took part in a week-long tournament. During this time, their negativity culminated in derogatory name-calling, fistfights, and even vandalism and destruction of property. However, this work also revealed that such tension...
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Related Experiment Video

Updated: May 23, 2025

Measuring Engagement of Spectators of Social Digital Games
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Revitalizing Scientific Poster Sessions: A Gamification Approach at an Academic Conference.

Brian Rissmiller, Satid Thammasitboon, Jennifer Benjamin

    Academic Medicine : Journal of the Association of American Medical Colleges
    |May 21, 2025
    PubMed
    Summary
    This summary is machine-generated.

    Gamifying academic poster sessions at a medical conference increased engagement for participants, especially prize winners. Future research should explore technology and cost-effectiveness for optimal implementation.

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    Area of Science:

    • Medical Education
    • Conference Engagement
    • Gamification Theory

    Background:

    • Active learning and knowledge application are vital in medicine.
    • Academic conferences, especially poster sessions, are key for knowledge dissemination.
    • Current poster sessions often suffer from limited attendee engagement and passive learning.

    Purpose of the Study:

    • To assess the impact of gamifying poster sessions at an international conference.
    • To evaluate attendee and presenter engagement with a gamified approach.
    • To understand the effectiveness of gamified learning in a medical conference setting.

    Main Methods:

    • The 2023 Pediatric Academic Societies (PAS) conference poster sessions were gamified using Landers' theory.
    • Poster presenters created questions linked to QR codes via the PAS application.
    • Attendees scanned QR codes, answered questions, and earned points, with leaderboards and prizes awarded.

    Main Results:

    • 70% of poster presenters and 18% of attendees participated in the gamified initiative.
    • A significant portion of respondents were unaware of or perceived no impact from gamification.
    • Participating attendees who won prizes demonstrated increased motivation for subsequent days.

    Conclusions:

    • Gamification shows potential for enhancing engagement in academic poster sessions.
    • Further studies are needed to assess optimal technology and cost-benefit.
    • Expanding gamification features could better evaluate nuanced engagement and overall value.