Roozenbeek Jon, Maertens Rakoen, McClanahan William, van der Linden Sander
University of Cambridge, Cambridge, UK.
Educ Psychol Meas. 2021 Apr;81(2):340-362. doi: 10.1177/0013164420940378. Epub 2020 Jul 16.
Online misinformation is a pervasive global problem. In response, psychologists have recently explored the theory of psychological inoculation: If people are preemptively exposed to a weakened version of a misinformation technique, they can build up cognitive resistance. This study addresses two unanswered methodological questions about a widely adopted online "fake news" inoculation game, . First, research in this area has often looked at pre- and post-intervention difference scores for the same items, which may imply that any observed effects are specific to the survey items themselves (item effects). Second, it is possible that using a pretest influences the outcome variable of interest, or that the pretest may interact with the intervention (testing effects). We investigate both item and testing effects in two online studies (total = 2,159) using the game. For the item effect, we examine if inoculation effects are still observed when different items are used in the pre- and posttest. To examine the testing effect, we use a Solomon's Three Group Design. We find that inoculation interventions are somewhat influenced by item effects, and not by testing effects. We show that inoculation interventions are effective at improving people's ability to spot misinformation techniques and that the game does not make people more skeptical of real news. We discuss the larger relevance of these findings for evaluating real-world psychological interventions.
网络错误信息是一个普遍存在的全球性问题。对此,心理学家最近探讨了心理接种理论:如果人们预先接触到错误信息技巧的弱化版本,他们就能建立起认知抵抗力。本研究解决了关于一款广泛采用的在线“假新闻”接种游戏的两个未得到解答的方法学问题。首先,该领域的研究常常关注同一项目干预前后的差异分数,这可能意味着任何观察到的效果都特定于调查项目本身(项目效应)。其次,使用预测试可能会影响感兴趣的结果变量,或者预测试可能与干预相互作用(测试效应)。我们在两项在线研究(共2159人)中使用该游戏调查了项目效应和测试效应。对于项目效应,我们检验了在预测试和后测试中使用不同项目时是否仍能观察到接种效应。为了检验测试效应,我们采用了所罗门三组设计。我们发现接种干预在一定程度上受项目效应影响,而不受测试效应影响。我们表明接种干预在提高人们识别错误信息技巧的能力方面是有效的,并且该游戏不会使人们对真实新闻更加怀疑。我们讨论了这些发现对于评估现实世界中的心理干预的更大相关性。