Cited by 708Misinformation and Its ImpactsSpam and Phishing DetectionDeception detection and forensic psychology

Fake news game confers psychological resistance against online misinformation

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Roozenbeek, Jon, van der Linden, Sander·2019·Palgrave Communications

Abstract

Abstract The spread of online misinformation poses serious challenges to societies worldwide. In a novel attempt to address this issue, we designed a psychological intervention in the form of an online browser game. In the game, players take on the role of a fake news producer and learn to master six documented techniques commonly used in the production of misinformation: polarisation, invoking emotions, spreading conspiracy theories, trolling people online, deflecting blame, and impersonating fake accounts. The game draws on an inoculation metaphor, where preemptively exposing, warning, and familiarising people with the strategies used in the production of fake news helps confer cognitive immunity when exposed to real misinformation. We conducted a large-scale evaluation of the game with N = 15,000 participants in a pre-post gameplay design. We provide initial evidence that people’s ability to spot and resist misinformation improves after gameplay, irrespective of education, age, political ideology, and cognitive style.

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  • The fake news game Bad News is a real-world inoculation intervention used by schools and governments that finds that pre-emptively exposing people to small doses of misinformation techniques, including scenarios about COVID-19, can reduce susceptibility to fake news.

    “The fake news game Bad News is a real-world inoculation intervention (https://www. getbadnews.com) used by schools and governments that finds that pre-emptively exposing people to small doses of misinformation techniques (including scenarios about COVID-19) can reduce susceptibility to fake news 131,132”

    From Using social and behavioural science to support COVID-19 pandemic response (2020) · cites this paper as [132]

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  • The video game Bad News was specifically designed to simulate the creation of fake news through strategies including bias, discrediting, and emotionally charged language.

    “This game was specifically designed to simulate the creation of fake news through the use of several commonly employed strategies, including the introduction of bias, discrediting, and the use of emotionally charged language.”
  • Several inoculation games and videos have been developed to expose subjects to controlled (weakened) doses of misinformation along with tools on how to spot it and these activities make them better at detecting online manipulation.

    “Several inoculation games and videos have been developed to expose subjects to controlled (weakened) doses of misinformation along with tools on how to spot it and these activities make them better at detecting online manipulation (38).”

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Authors
Roozenbeek, J., & van der Linden, S.
Affiliations
University of Cambridge (GB)
Venue
Palgrave Communications
Published
2019-06-25
Volume
5
Issue
1
ISSN
2055-1045 (ISSN-L)
OpenAlex
W2952813692
Cited by
708
References
68
Citations by year
2026: 92 · 2025: 102 · 2024: 138 · 2023: 120 · 2022: 95 · 2021: 77 · 2020: 80 · 2019: 3 · 2013: 1
FWCI
128.39
Type
journal article
Language
en
Open access
Locations
  • Humanities and Social Sciences Communications (publishedVersion, cc-by)
  • RePEc: Research Papers in Economics (submittedVersion)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
  • Apollo (University of Cambridge) (submittedVersion, cc-by)
  • Apollo (cc-by)
Funders
  • University of Cambridge
  • Economic and Social Research Council
Topics
  • Social Sciences › Sociology and Political Science › Misinformation and Its Impacts
  • Physical Sciences › Computer Science › Information Systems › Spam and Phishing Detection
  • Social Sciences › Psychology › Social Psychology › Deception detection and forensic psychology
Keywords
misinformation, fake news, browser-based games, psychological inoculation, misinformation resistance, misinformation detection, conspiracy theories, trolling, polarization, emotional appeal, fake accounts, political ideology, cognitive style, educational intervention

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