反馈练习提高了游戏化接种干预对错误信息的辨别能力。

IF 4.3 3区 材料科学 Q1 ENGINEERING, ELECTRICAL & ELECTRONIC
Johannes Leder, Lukas Valentin Schellinger, Rakoen Maertens, Sander van der Linden, Breanne Chryst, Jon Roozenbeek
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引用次数: 0

摘要

游戏化是减少错误信息易感性的一种很有前途的方法。以往的研究发现,"接种 "游戏(如《坏消息》和《和谐广场》)有助于建立人们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:这类游戏可能会无意中影响人们对非误导信息("真实新闻")的评估;如果不提供强化记忆的练习,随着时间的推移会出现指数级的衰减。我们在两个预先登记的实验室实验(N1 = 191,N2 = 321)和四个准实验性的游戏内调查(分别在《和谐广场》(N3 = 559)和《坏消息》(N4 = 2558,N5 = 419,N6 = 882)中实施)中解决了这些问题。在实验 1 和 2 中,我们测试了在玩完《坏消息》一周后,提供不同类型的反馈是否会提高对错误信息和真实新闻的辨别能力,结果发现,与对照组(玩《坏消息》时不提供反馈)相比,提供不同类型的反馈会提高辨别错误信息和非错误信息的准确性。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,结果发现,与不进行反馈练习的游戏相比,反馈练习能显著提高辨别能力,主要是通过提高检测真实新闻的准确性。我们利用信号检测理论证实了这些结果。我们的结论是,反馈练习提高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 Database Record (c) 2024 APA, 版权所有)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Feedback exercises boost discernment of misinformation for gamified inoculation interventions.

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).

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来源期刊
CiteScore
7.20
自引率
4.30%
发文量
567
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