257
Views
0
CrossRef citations to date
0
Altmetric
Research Articles

E-Learning Strategies for Media Literacy: Engagement of Interactive Digital Serious Games for Understanding Visual Online Disinformation

References

  • Abt, C. C. (1987). Serious games. University Press of America.
  • Allied Research Market. (2022). Serious games market. Retrieved December 12, 2022, from https://www.alliedmarketresearch.com/serious-games-market.
  • Alonso-Fernandez, C., Calvo, A., Freire, M., Martinez-Ortiz, I. F.-M. (2017). Systematizing game learning analytics for serious games. In 2017 IEEE Global Engineering Education Conference (EDUCON). https://doi.org/10.1109/educon.2017.7942988
  • Banas, J. A., & Rains, S. A. (2010). A meta-analysis of research on inoculation theory. Communication Monographs, 77(3), 281–311. https://doi.org/10.1080/03637751003758193
  • Basol, M., Roozenbeek, J., Berriche, M., Uenal, F., McClanahan, W., & Linden, S. (2021). Towards psychological herd immunity: Cross-cultural evidence for two prebunking interventions against COVID-19 misinformation. Big Data & Society, 8(1), 205395172110138. https://doi.org/10.1177/20539517211013868
  • Basol, M., Roozenbeek, J., & Van der Linden, S. (2020). Good news about bad news: Gamified inoculation boosts confidence and cognitive immunity against fake news. Journal Of Cognition, 3(1), 2. https://doi.org/10.5334/joc.91
  • Bowman, S. L. (2018). Immersion and shared imagination in roleplaying games. In Role-playing game studies (pp. 379–394). Transmedia Foundations. essay, Routledge. https://doi.org/10.4324/9781315637532-22
  • Breuer, J., & Bente, G. (2010). Why so serious? On the relation of serious games and learning. Eludamos: Journal for Computer Game Culture, 4(1), 7–24. https://doi.org/10.7557/23.6111
  • Chan-Olmsted, S. M., & Wolter, L. (2017). Toward a Multidimensional Framework of Media Engagement: Conceptualizing Consumer Experience and Connection with Media Content in a Digital Environment. https://www.semanticscholar.org/paper/Toward-a-Multidimensional-Framework-of-Media-and-in-Chan-Olmsted-Wolter/5704477b9fe636942161b3a8ca46369064b09ce1
  • Clever, L., Assenmacher, D., Müller, K., Seiler, M. V., Riehle, D. M., Preuss, M., & Grimme, C. (2020). FakeYou! A gamified approach for building and evaluating resilience against fake news. Multidisciplinary International Symposium on Disinformation in Open Online Media. https://doi.org/10.48550/arXiv.2003.07595
  • Compton, J. (2019). Prophylactic versus therapeutic inoculation treatments for resistance to influence. Communication Theory, 30(3), 330–343. https://doi.org/10.1093/ct/qtz004
  • Compton, J., Linden, S., Cook, J., & Basol, M. (2021). Inoculation theory in the post‐truth era: Extant findings and new frontiers for contested science, misinformation, and conspiracy theories. Social and Personality Psychology Compass, 15(6). https://doi.org/10.1111/spc3.12602
  • Damaševičius, R., Maskeliūnas, R., & Blažauskas, T. (2023). Serious games and gamification in healthcare: A meta-review. Information, 14(2), 105. https://doi.org/10.3390/info14020105
  • Dolan, R., Conduit, J., & Fahy, J. (2015). Social media engagement: A construct of positively and negatively valenced engagement behaviours. In Customer engagement (pp. 102–123). Routledge.
  • Dörner, R., Göbel, S., Effelsberg, W., & Wiemeyer, J. (2016). Introduction. Serious Games: Foundations, Concepts and Practice, 1–34. https://doi.org/10.1007/978-3-319-40612-1_1
  • Farokhmanesh, M. (2017). Live a day in the life of a fake news creator. The Verge. from. Retrieved May 30, 2022 https://www.theverge.com/2017/3/27/15072374/fake-it-to-make-it-browser-game-fake-news
  • Grace, L., & Hone, B. (2019). Factitious. Extended Abstracts Of The 2019 CHI Conference On Human Factors In Computing Systems. https://doi.org/10.1145/3290607.3299046
  • Green, M., McShane, C. J., & Swinbourne, A. (2022). Active versus passive: Evaluating the effectiveness of inoculation techniques in relation to misinformation about climate change. Australian Journal of Psychology, 74(1). https://doi.org/10.1080/00049530.2022.2113340
  • Harmony Square. (2020). Harmony square. https://harmonysquare.game/
  • Hicks, D., Eagle, M., Rowe, E., Asbell-Clarke, J., Edwards, T., & Barnes, T. (2016). Using game analytics to evaluate puzzle design and level progression in a serious game. In Proceedings of the Sixth International Conference on Learning Analytics Knowledge - LAK ’16. https://doi.org/10.1145/2883851.2883953
  • Hone, B. (2018a). The hidden audience of the factitious news game. Medium. https://medium.com/@bobhone.designer/the-hidden-audience-of-the-factitious-news-game-bb21115ad29e
  • Hone, B. (2018b). How the factitious news game helps people learn to detect fake news. Medium. https://medium.com/@bobhone.designer/how-the-factitious-news-game-helps-people-learn-to-detect-fake-news-3a8165a22600
  • Hone, B. (2020). Factitious news game helps students spot pandemic misinformation. Medium. https://medium.com/@bobhone.designer/factitious-news-game-helps-students-spot-pandemic-misinformation-87c9a2765b57
  • Junior, R. (2020). The fake news detective: A game to learn busting fake news as fact checkers using pedagogy for critical thinking [ebook]. School of Computer Science Graduate Student Publications. http://hdl.handle.net/1853/63023
  • Laamarti, F., Eid, M., & El Saddik, A. (2014). An overview of serious games. International Journal of Computer Games Technology, 2014, 1–15. https://doi.org/10.1155/2014/358152
  • Lehmann, J., Lalmas, M., Yom-Tov, E., & Dupret, G. (2012). Models of User Engagement. In En J. Masthoff, B. Mobasher, M. C. Desmarais, & R. Nkambou (Eds.), User Modeling, Adaptation, and Personalization (Vol. 7379, pp. 164–175). Springer Berlin Heidelberg. https://doi.org/10.1007/978-3-642-31454-4_14
  • Lewandowsky, S., & van der Linden, S. (2021). Countering misinformation and fake news through inoculation and prebunking. European Review of Social Psychology, 32(2), 348–384. https://doi.org/10.1080/10463283.2021.1876983
  • Macnamara, J., Sakinofsky, P., & Beattie, J. (2012). E-electoral Engagement: How Governments Use Social Media to Engage Voters. Australian Journal of Political Science, 47(4), 623–639. https://doi.org/10.1080/10361146.2012.731491
  • Maertens, R., Anseel, F., & van der Linden, S. (2020). Combatting climate change misinformation: Evidence for longevity of inoculation and consensus messaging effects. Journal of Environmental Psychology, 70, 101455. https://doi.org/10.1016/j.jenvp.2020.101455
  • Maertens, R., Roozenbeek, J., Basol, M., & van der Linden, S. (2021). Long-term effectiveness of inoculation against misinformation: Three longitudinal experiments. Journal of Experimental Psychology: Applied, 27(1), 1. https://doi.org/10.1037/xap0000315
  • McGuire, W. J., & Papageorgis, D. (1961). The relative efficacy of various types of prior belief-defense in producing immunity against persuasion. The Journal of Abnormal and Social Psychology, 62(2), 327. https://doi.org/10.1037/h0042026
  • Me, E., & Sevilen, C. (2021). Factor influencing EFL students´ motivation in online learning: A qualitative case study. Journal of Educational Technology and Online Learning, 4(1), 11–22. https://dergipark.org.tr/en/pub/jetol/issue/60134/817680
  • Michael, D., & Chen, S. (2006). Serious games: Games that educate, train, and inform. Thomson Course Technology.
  • Mordor Intelligence. (2021). Europe serious gaming market – growth, trends, COVID-19 impact, and forecast (2022-2027). https://www.mordorintelligence.com/industry-reports/europe-serious-gaming-market
  • Novoseltseva, D., Pons, C., & Jessel, N. (2022). Examining students’ behavior in a digital simulation game for nurse training. International Journal of Serious Games, 9(4), 3–24. https://doi.org/10.17083/ijsg.v9i4.543
  • O’Brien, H. L., & Toms, E. G. (2008). What is user engagement? A conceptual framework for defining user engagement with technology. Journal of the American Society for Information Science and Technology, 59(6), 938–955. https://doi.org/10.1002/asi.20801
  • Osuna-Acedo, S., Marta Lazo, C., & Frau-Meigs, D. (2018). From sMOOC to tMOOC, learning towards professional transference. ECO European Project. [De sMOOC a tMOOC, el aprendizaje hacia la transferencia profesional: El proyecto europeo ECO]. Comunicar, 26(55), 105–114. https://doi.org/10.3916/C55-2018-10
  • Papageorgis, D., & McGuire, W. J. (1961). The generality of immunity to persuasion produced by pre-exposure to weakened counterarguments. The Journal of Abnormal and Social Psychology, 62(3), 475. https://doi.org/10.1037/h0048430
  • Ritterfeld, U., Cody, M. J., & Vorderer, P. (2009). Introduction. In Serious games: Mechanisms and effects. Routledge. https://doi.org/10.4324/9780203891650
  • Roozenbeek, J., Maertens, R., McClanahan, W., & van der Linden, S. (2021). Disentangling item and testing effects in inoculation research on online misinformation: Solomon revisited. Educational and Psychological Measurement, 81(2), 340–362. https://doi.org/10.1177/0013164420940378
  • Roozenbeek, J., & van der Linden, S. (2019b). Fake news game confers psychological resistance against online misinformation. Palgrave Communications, 5(1). https://doi.org/10.1057/s41599-019-0279-9
  • Roozenbeek, J., & van der Linden, S. (2020). Breaking harmony square: A game that “inoculates” against political misinformation. Harvard Kennedy School Misinformation Review. https://doi.org/10.37016/mr-2020-47
  • Russon, M. (2017). Fake it to make It: The scarily realistic game that simulates spread of viral clickbait fake news. International Business Times UK. https://www.ibtimes.co.uk/fake-it-make-it-scarily-realistic-game-that-simulates-spread-viral-clickbait-fake-news-1614167
  • Shang, R., Chen, Y., & Liao, H. (2006). The value of participation in virtual consumer communities on brand loyalty. Internet Research, 16(4), 398–418. https://doi.org/10.1108/10662240610690025
  • Stapleton, A. (2004). Australian game developers’ conference, academic summit.
  • Traberg, C. S., Roozenbeek, J., & van der Linden, S. (2022). Psychological inoculation against misinformation: Current evidence and future directions. The ANNALS of the American Academy of Political and Social Science, 700(1), 136–151. https://doi.org/10.1177/00027162221087936
  • Troll Factory. (2019). Trollfactory yle fi. https://trollfactory.yle.fi/
  • University of Illinois Springfield. (2023). Strengths and weaknesses of online learning. Uis.Edu. Recuperado 14 de marzo de 2023, de. https://www.uis.edu/ion/resources/tutorials/overview/strengths-weaknesses
  • Urban, A., Hewitt, C., & Moore, J. (2018). Fake it to make it: Game-based learning and persuasive design in a disinformation simulator. Conference: Association For Educational Communications And Technology 2018.
  • van der Linden, S., Roozenbeek, J., & Compton, J. (2020). Inoculating against fake news about COVID-19. Frontiers in Psychology, 11, 11. https://doi.org/10.3389/fpsyg.2020.566790
  • Yee, N., & Bailenson, J. (2007). The proteus effect: The effect of transformed self-representation on behavior. Human Communication Research, 33(3), 271–290. https://doi.org/10.1111/j.1468-2958.2007.00299.x

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.