To gauge the effects of the game, players were asked to rate the reliability of a series of different headlines and tweets before and after gameplay. They were randomly allocated a mixture of real (“control”) and fake news (“treatment”).
The study, published today in the journal Palgrave Communications, showed the perceived reliability of fake news before playing the game had reduced by an average of 21% after completing it. Yet the game made no difference to how users ranked real news.
The researchers also found that those who registered as most susceptible to fake news headlines at the outset benefited most from the “inoculation”.
“We find that just fifteen minutes of gameplay has a moderate effect, but a practically meaningful one when scaled across thousands of people worldwide, if we think in terms of building societal resistance to fake news,” said van der Linden.
The original study can be found here: https://www.nature.com/articles/s41599-019-0279-9