TILT, The Hague, The Netherlands.
Department of Psychology, University of Cambridge, Cambridge, UK.
Sci Rep. 2023 Oct 25;13(1):18273. doi: 10.1038/s41598-023-43885-2.
Building misinformation resilience at scale continues to pose a challenge. Gamified "inoculation" interventions have shown promise in improving people's ability to recognize manipulation techniques commonly used in misinformation, but so far few interventions exist that tackle multimodal misinformation (e.g., videos, images). We developed a game called Cat Park, in which players learn about five manipulation techniques (trolling, emotional manipulation, amplification, polarization, and conspiracism), and how misinformation can spread through images. To test the game's efficacy, we conducted a conceptual replication (N = 380) of Roozenbeek and van der Linden's 2020 study about Harmony Square, with the same study design, item set, and hypotheses. Like the original study, we find that people who play Cat Park find misinformation significantly less reliable post-gameplay (d = 0.95, p < 0.001) compared to a control group, and are significantly less willing to share misinformation with people in their network (d = 0.54, p < 0.001). These effects are robust across different covariates. However, unlike the original study, Cat Park players do not become significantly more confident in their ability to identify misinformation (p = 0.204, d = - 0.13). We did not find that the game increases people's self-reported motivation and confidence to counter misinformation online.
大规模建立抵御错误信息的能力仍然是一个挑战。游戏化的“接种”干预措施已显示出提高人们识别错误信息中常用操纵技术能力的潜力,但迄今为止,针对多模态错误信息(例如视频、图像)的干预措施很少。我们开发了一个名为“Cat Park”的游戏,玩家可以在游戏中了解五种操纵技术(巨魔、情感操纵、放大、极化和阴谋论),以及错误信息如何通过图像传播。为了测试游戏的效果,我们对 Roozenbeek 和 van der Linden 2020 年关于“和谐广场”的研究进行了概念复制(N = 380),采用相同的研究设计、项目集和假设。与原始研究一样,我们发现,与对照组相比,玩“Cat Park”的人在游戏后发现错误信息的可靠性明显降低(d = 0.95,p < 0.001),并且不太愿意与他们网络中的人分享错误信息(d = 0.54,p < 0.001)。这些效果在不同的协变量中都是稳健的。然而,与原始研究不同的是,“Cat Park”玩家在识别错误信息的能力方面并没有变得更加自信(p = 0.204,d = - 0.13)。我们没有发现该游戏会增加人们在网上对抗错误信息的自我报告动机和信心。