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Feedback exercises boost discernment of misinformation for gamified inoculation interventions.
Journal of Experimental Psychology: General ( IF 3.7 ) Pub Date : 2024-08-01 , DOI: 10.1037/xge0001603
Johannes Leder 1 , Lukas Valentin Schellinger 1 , Rakoen Maertens 2 , Sander van der Linden 3 , Breanne Chryst 4 , Jon Roozenbeek 3
Affiliation  

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).

中文翻译:


反馈练习可以提高对游戏化接种干预措施的错误信息的辨别力。



游戏化是降低错误信息敏感性的一种有前景的方法。此前的研究发现,《坏消息》和《和谐广场》等“接种”游戏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:此类游戏可能会无意中影响人们对非错误信息(“真实新闻”)的评估,并且如果不提供记忆强化练习,则会随着时间的推移呈指数衰减。我们通过两个预先注册的实验室实验(N1 = 191,N2 = 321)和在和谐广场(N3 = 559)和坏消息(N4 = 2,558,N5 = 419,N6 = 882)。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可以增强游戏后 1 周对错误信息和真实新闻的辨别能力,并发现与控制条件,播放坏消息而无需反馈。在实验 3-6 中,我们在 Harmony Square 和 Bad News 游戏中实施了两种不同类型的反馈练习,发现与没有反馈练习的游戏相比,这显着提高了辨别力,主要是通过提高检测真实新闻的准确性。我们使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有效性,这可能是由于学习环境的改善。 (PsycInfo 数据库记录 (c) 2024 APA,保留所有权利)。
更新日期:2024-08-01
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