Abstract
This ongoing project investigates both the immediate and long-term effectiveness of the “Fake News” card game, a physical inoculation-based board game to counter disinformation, developed by the DROG group in collaboration with the University of Cambridge Social Decision-Making Lab. This extends previous research using the “Fake News” card game, incorporating a longitudinal element and a wider demographic. A pre-test post-test within-subjects study (N=54) was designed to test participants’ persuasiveness and reliability judgements on fictional ‘fake news’ articles. 7-point Likert scales, as well as a number of qualitative, open-ended questions were delivered before playing the “Fake News” game, immediately after, and 9 weeks after the intervention. Qualitative analysis found participants critically analysing the author and writing style of ‘fake news’ articles with a high frequency and in more detail immediately after the intervention, with a skill fade over the subsequent 9 weeks to the longitudinal post-test. Contrary to this, quantitative testing found a significant decrease in persuasiveness and reliability judgements of ‘fake news’ articles exclusively in the longitudinal post-test. These quantitative results are in contrast to current literature around longitudinal effects of inoculation interventions, and if repeatable this may indicate stimulation of reflective learning in a way that digital gamified inoculation interventions have not achieved.
Original language | English |
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Pages | 39-46 |
Number of pages | 8 |
DOIs | |
Publication status | Published - 2023 |
Event | 25th International Conference on Human-Computer Interaction - Copenhagen, Denmark Duration: 23 Jul 2023 → 28 Jul 2023 Conference number: 25 |
Conference
Conference | 25th International Conference on Human-Computer Interaction |
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Abbreviated title | HCII 2023 |
Country/Territory | Denmark |
City | Copenhagen |
Period | 23/07/23 → 28/07/23 |
Keywords
- Disinformation
- Inoculation
- Gamification
- Longitudinal