Department of Psychology, University of Bamberg.
Department of Experimental Psychology, University of Oxford.
J Exp Psychol Gen. 2024 Aug;153(8):2068-2087. doi: 10.1037/xge0001603.
Gamification is a promising approach to reducing misinformation susceptibility. Previous research has found that "inoculation" games such as Bad News and Harmony Square help build cognitive resistance against misinformation. However, recent research has offered two important nuances: a potentially inadvertent impact of such games on people's evaluation of non-misinformation ("real news") and exponential decay over time if no memory-strengthening exercise is provided. We address these issues in two preregistered lab experiments (N1 = 191, N2 = 321) and four quasi-experimental in-game surveys implemented in Harmony Square (N3 = 559) and Bad News (N4 = 2,558, N5 = 419, N6 = 882). In Experiments 1 and 2, we test if providing different types of feedback after playing Bad News enhances discriminative ability of misinformation and real news 1 week postgameplay and find that doing so resulted in homogeneously better accuracy at identifying both misinformation and non-misinformation compared with a control condition, which played Bad News without feedback. In Experiments 3-6, we implemented two different types of feedback exercises in the Harmony Square and Bad News games and find that this significantly boosts discernment compared with playing the game without a feedback exercise, primarily by improving accuracy at detecting real news. We confirm these results using signal detection theory. We conclude that feedback exercises boost the effectiveness of gamified misinformation interventions, likely due to an improved learning environment. (PsycInfo Database Record (c) 2024 APA, all rights reserved).
游戏化是减少错误信息易感性的一种很有前途的方法。先前的研究发现,“接种”游戏,如《坏消息》和《和谐广场》,有助于建立对错误信息的认知抵抗力。然而,最近的研究提出了两个重要的细微差别:这种游戏对人们对非错误信息(“真实新闻”)的评价可能产生的无意识影响,以及如果没有提供记忆强化练习,随着时间的推移呈指数衰减。我们在两个预先注册的实验室实验(N1=191,N2=321)和四个在《和谐广场》(N3=559)和《坏消息》(N4=2558,N5=419,N6=882)中实施的准实验游戏内调查中解决了这些问题。在实验 1 和 2 中,我们测试了在玩《坏消息》后提供不同类型的反馈是否能增强玩家在游戏结束后一周对错误信息和真实新闻的辨别能力,结果发现,与控制组相比,这种方法导致对错误信息和非错误信息的识别准确性均显著提高,而控制组只玩了《坏消息》游戏而没有反馈。在实验 3-6 中,我们在《和谐广场》和《坏消息》游戏中实施了两种不同类型的反馈练习,发现与不进行反馈练习相比,这显著提高了辨别能力,主要是通过提高对真实新闻的检测准确性。我们使用信号检测理论证实了这些结果。我们得出的结论是,反馈练习增强了游戏化错误信息干预的效果,这可能是由于学习环境得到了改善。(PsycInfo 数据库记录(c)2024 APA,保留所有权利)。