Factitious: Large scale computer game to fight fake news and improve news literacy

Lindsay Grace, Bob Hone

Research output: Chapter in Book/Report/Conference proceedingConference contribution

6 Scopus citations

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.

Original languageEnglish (US)
Title of host publicationCHI EA 2019 - Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
PublisherAssociation for Computing Machinery
ISBN (Electronic)9781450359719
DOIs
StatePublished - May 2 2019
Event2019 CHI Conference on Human Factors in Computing Systems, CHI EA 2019 - Glasgow, United Kingdom
Duration: May 4 2019May 9 2019

Publication series

NameConference on Human Factors in Computing Systems - Proceedings

Conference

Conference2019 CHI Conference on Human Factors in Computing Systems, CHI EA 2019
Country/TerritoryUnited Kingdom
CityGlasgow
Period5/4/195/9/19

Keywords

  • Fake News
  • Game Design
  • Games with a Purpose
  • Human Computation Games
  • Polling Systems

ASJC Scopus subject areas

  • Software
  • Human-Computer Interaction
  • Computer Graphics and Computer-Aided Design

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