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extended-abstract

Factitious: Large Scale Computer Game to Fight Fake News and Improve News Literacy

Published: 02 May 2019 Publication History

Abstract

This case study describes a game designed to serve as new literacy education tool, playful polling system for research audience perceptions. The game underwent two primary designer iterations. As a result of design changes and renewed political chatter about fake news, the game's second iteration gathered more than 500,000 plays. The data collected reveals useful patterns in understanding news literacy and the perception of play experiences. This data of more than 45,000 players, indicates that the older the person the better they are at identifying fake news, until the approximate age of 70. It also indicates that higher education correlates to better performance at identifying real news from fake, although the time it takes to do so varies. This case study demonstrates the potential for such game designs to collect data useful to non-game contexts.

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Cited By

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  • (2024)A Gamified Platform to Support Educational Activities About Fake News in Social MediaIEEE Transactions on Learning Technologies10.1109/TLT.2024.341008817(1805-1819)Online publication date: 2024
  • (2024)Children, Parents, and Misinformation on Social Media2024 IEEE Symposium on Security and Privacy (SP)10.1109/SP54263.2024.00221(1536-1553)Online publication date: 19-May-2024
  • (2024)Tackling misinformation with games: a systematic literature reviewInteractive Learning Environments10.1080/10494820.2023.2299999(1-16)Online publication date: 3-Jan-2024
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      cover image ACM Conferences
      CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
      May 2019
      3673 pages
      ISBN:9781450359719
      DOI:10.1145/3290607
      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Publication History

      Published: 02 May 2019

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      Author Tags

      1. fake news
      2. game design
      3. games with a purpose
      4. human computation games
      5. polling systems

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      View all
      • (2024)A Gamified Platform to Support Educational Activities About Fake News in Social MediaIEEE Transactions on Learning Technologies10.1109/TLT.2024.341008817(1805-1819)Online publication date: 2024
      • (2024)Children, Parents, and Misinformation on Social Media2024 IEEE Symposium on Security and Privacy (SP)10.1109/SP54263.2024.00221(1536-1553)Online publication date: 19-May-2024
      • (2024)Tackling misinformation with games: a systematic literature reviewInteractive Learning Environments10.1080/10494820.2023.2299999(1-16)Online publication date: 3-Jan-2024
      • (2023)Yanlış Bilgi Ve Dezenformasyonla Mücadele: Kavramlar Ve UygulamalarCombatting Misinformation And Disinformation; Concepts And ApplicationsUluslararası Sosyal Bilimler Akademi Dergisi10.47994/usbad.1257491(464-493)Online publication date: 30-Dec-2023
      • (2023)Examining the Impact of Provenance-Enabled Media on Trust and Accuracy PerceptionsProceedings of the ACM on Human-Computer Interaction10.1145/36100617:CSCW2(1-42)Online publication date: 4-Oct-2023
      • (2023)It’s About Time: Attending to Temporality in Misinformation InterventionsProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581068(1-19)Online publication date: 19-Apr-2023
      • (2023)E-Learning Strategies for Media Literacy: Engagement of Interactive Digital Serious Games for Understanding Visual Online DisinformationAmerican Journal of Distance Education10.1080/08923647.2023.223181437:4(276-293)Online publication date: 9-Jul-2023
      • (2023)Mitigating the Spread of Misinformation Through DesignComputer-Human Interaction Research and Applications10.1007/978-3-031-41962-1_2(26-50)Online publication date: 24-Aug-2023
      • (2023)Making the Digital Tangible Through Analog Games: Design Retrospective of Digital Literacy GamesHCI in Games10.1007/978-3-031-35930-9_5(66-80)Online publication date: 23-Jul-2023
      • (2023)Using Media Literacy to Fight Digital Fake News in Later Life: A Mission Impossible?Human Aspects of IT for the Aged Population10.1007/978-3-031-34866-2_18(233-247)Online publication date: 23-Jul-2023
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