Johannes Leder, Lukas Valentin Schellinger, Rakoen Maertens, Sander van der Linden, Breanne Chryst, Jon Roozenbeek
{"title":"反馈练习提高了游戏化接种干预对错误信息的辨别能力。","authors":"Johannes Leder, Lukas Valentin Schellinger, Rakoen Maertens, Sander van der Linden, Breanne Chryst, Jon Roozenbeek","doi":"10.1037/xge0001603","DOIUrl":null,"url":null,"abstract":"<p><p>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).</p>","PeriodicalId":15698,"journal":{"name":"Journal of Experimental Psychology: General","volume":"153 8","pages":"2068-2087"},"PeriodicalIF":3.7000,"publicationDate":"2024-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Feedback exercises boost discernment of misinformation for gamified inoculation interventions.\",\"authors\":\"Johannes Leder, Lukas Valentin Schellinger, Rakoen Maertens, Sander van der Linden, Breanne Chryst, Jon Roozenbeek\",\"doi\":\"10.1037/xge0001603\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><p>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).</p>\",\"PeriodicalId\":15698,\"journal\":{\"name\":\"Journal of Experimental Psychology: General\",\"volume\":\"153 8\",\"pages\":\"2068-2087\"},\"PeriodicalIF\":3.7000,\"publicationDate\":\"2024-08-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Experimental Psychology: General\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://doi.org/10.1037/xge0001603\",\"RegionNum\":1,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"PSYCHOLOGY, EXPERIMENTAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Experimental Psychology: General","FirstCategoryId":"102","ListUrlMain":"https://doi.org/10.1037/xge0001603","RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
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).
期刊介绍:
The Journal of Experimental Psychology: General publishes articles describing empirical work that bridges the traditional interests of two or more communities of psychology. The work may touch on issues dealt with in JEP: Learning, Memory, and Cognition, JEP: Human Perception and Performance, JEP: Animal Behavior Processes, or JEP: Applied, but may also concern issues in other subdisciplines of psychology, including social processes, developmental processes, psychopathology, neuroscience, or computational modeling. Articles in JEP: General may be longer than the usual journal publication if necessary, but shorter articles that bridge subdisciplines will also be considered.