Winning the game against fake news? Using games to inoculate adolescents and young adults in Singapore against fake news
Guided by inoculation theory and studies that examined serious games as a form of intervention to inoculate individuals against fake news, this study tested the impact on college (n = 84) and junior high and secondary school (n = 30) students of a fake news computer game developed in Singapore. The...
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sg-ntu-dr.10356-1740312024-03-17T15:33:19Z Winning the game against fake news? Using games to inoculate adolescents and young adults in Singapore against fake news Tandoc, Edson C. Seet, Seth Wee Kim Wee School of Communication and Information Other Computer games Fake news Guided by inoculation theory and studies that examined serious games as a form of intervention to inoculate individuals against fake news, this study tested the impact on college (n = 84) and junior high and secondary school (n = 30) students of a fake news computer game developed in Singapore. The findings were replicated across both samples: Those who played the game subsequently improved in their self-reported scores on perceiving fake news as a threat, skepticism toward information from social media, and being cautious about believing in information they encounter online. We also found that those who played the game scored higher in detecting fake news than those who did not play the game–consistent with the predicted effects of message inoculation. Published version 2024-03-12T06:02:29Z 2024-03-12T06:02:29Z 2023 Journal Article Tandoc, E. C. & Seet, S. (2023). Winning the game against fake news? Using games to inoculate adolescents and young adults in Singapore against fake news. Estudios Sobre El Mensaje Periodistico, 29(4), 771-781. https://dx.doi.org/10.5209/esmp.88599 1988-2696 https://hdl.handle.net/10356/174031 10.5209/esmp.88599 2-s2.0-85179782218 4 29 771 781 en Estudios Sobre el Mensaje Periodistico © 2023 Universidad Complutense de Madrid. This is an open-access article distributed under the terms of the Creative Commons License. application/pdf |
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Other Computer games Fake news Tandoc, Edson C. Seet, Seth Winning the game against fake news? Using games to inoculate adolescents and young adults in Singapore against fake news |
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Guided by inoculation theory and studies that examined serious games as a form of intervention to inoculate individuals against fake news, this study tested the impact on college (n = 84) and junior high and secondary school (n = 30) students of a fake news computer game developed in Singapore. The findings were replicated across both samples: Those who played the game subsequently improved in their self-reported scores on perceiving fake news as a threat, skepticism toward information from social media, and being cautious about believing in information they encounter online. We also found that those who played the game scored higher in detecting fake news than those who did not play the game–consistent with the predicted effects of message inoculation. |
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Wee Kim Wee School of Communication and Information |
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Wee Kim Wee School of Communication and Information Tandoc, Edson C. Seet, Seth |
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Article |
author |
Tandoc, Edson C. Seet, Seth |
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Tandoc, Edson C. |
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Winning the game against fake news? Using games to inoculate adolescents and young adults in Singapore against fake news |
title_short |
Winning the game against fake news? Using games to inoculate adolescents and young adults in Singapore against fake news |
title_full |
Winning the game against fake news? Using games to inoculate adolescents and young adults in Singapore against fake news |
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Winning the game against fake news? Using games to inoculate adolescents and young adults in Singapore against fake news |
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Winning the game against fake news? Using games to inoculate adolescents and young adults in Singapore against fake news |
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winning the game against fake news? using games to inoculate adolescents and young adults in singapore against fake news |
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2024 |
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https://hdl.handle.net/10356/174031 |
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