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Feedback Exercises Boost Discernment of Misinformation for Gamified Inoculation Interventions

  • Johannes Leder
  • , Lukas Valentin Schellinger
  • , Rakoen Maertens
  • , Sander van der Linden
  • , Breanne Chryst
  • , Jon Roozenbeek

Research output: Contribution to JournalArticleAcademicpeer-review

Abstract

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.
Original languageEnglish
Pages (from-to)2068-2087
JournalJournal of Experimental Psychology: General
Volume153
Issue number8
DOIs
Publication statusPublished - 2024
Externally publishedYes

Funding

Experiment 1 was financed with internal funds from the Chair of Personality Psychology and Assessment at the University of Bamberg (Germany). Johannes Leder and Lukas Valentin Schellinger are grateful to Astrid Schütz for her support. Experiment 2 was funded by the British Academy awarded to Jon Roozenbeek (PF21\210010) and IRIS coalition (U.K. government, SCH-00001-3391). Rakoen Maertens, Sander van der Linden, and Jon Roozenbeek are grateful for funding from JITSUVAX (EU Horizon 2020, 964728). Experiments 3–6 required no funding, but the Bad News and Harmony Square games were funded by the University of Cambridge (United Kingdom) and the Global Engagement Center (United States). The funding sources had no involvement in the study design, data collection, data analysis, interpretation of data, writing, or decision to submit. A version of this publication was previously posted as a preprint on PsyArXiv (https://osf.io/7k2mt/).

FundersFunder number
JITSUVAX
University of Bamberg
University of Cambridge
British AcademySCH-00001-3391, PF21\210010
Horizon 2020964728

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