2020
DOI: 10.1177/0013164420940378
|View full text |Cite
|
Sign up to set email alerts
|

Disentangling Item and Testing Effects in Inoculation Research on Online Misinformation: Solomon Revisited

Abstract: Online misinformation is a pervasive global problem. In response, psychologists have recently explored the theory of psychological inoculation: If people are preemptively exposed to a weakened version of a misinformation technique, they can build up cognitive resistance. This study addresses two unanswered methodological questions about a widely adopted online “fake news” inoculation game, Bad News. First, research in this area has often looked at pre- and post-intervention difference scores for the same items… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

3
89
3
1

Year Published

2020
2020
2024
2024

Publication Types

Select...
4
3
1

Relationship

2
6

Authors

Journals

citations
Cited by 51 publications
(107 citation statements)
references
References 32 publications
3
89
3
1
Order By: Relevance
“…In total, 8 of these posts were examples of "real" manipulative content found "in the wild" on social media and in fake news articles. The other 8 were social media posts that we created ("fictional fake news"), which were validated in previous research (Basol et al, 2020;Maertens et al, 2020;Roozenbeek, Maertens, et al, 2020). We did not hypothesize any significant differences between participants' assessments of "real" and "fictional" misinformation, but chose to include both types for the following reasons: 1) including "real" items increases the ecological validity of the study, as participants are tested on information that they could have encountered "in the wild"; 2) including "fictional" items maximizes experimental control and thus allows us to better isolate each manipulation technique and ensure political neutrality, and 3) by including "fictional" items, we account for the possibility that participants may have seen the "real" manipulative content before, a memory confound which could bias their assessment (Roozenbeek & van der Linden, 2019).…”
Section: Methodsmentioning
confidence: 77%
See 2 more Smart Citations
“…In total, 8 of these posts were examples of "real" manipulative content found "in the wild" on social media and in fake news articles. The other 8 were social media posts that we created ("fictional fake news"), which were validated in previous research (Basol et al, 2020;Maertens et al, 2020;Roozenbeek, Maertens, et al, 2020). We did not hypothesize any significant differences between participants' assessments of "real" and "fictional" misinformation, but chose to include both types for the following reasons: 1) including "real" items increases the ecological validity of the study, as participants are tested on information that they could have encountered "in the wild"; 2) including "fictional" items maximizes experimental control and thus allows us to better isolate each manipulation technique and ensure political neutrality, and 3) by including "fictional" items, we account for the possibility that participants may have seen the "real" manipulative content before, a memory confound which could bias their assessment (Roozenbeek & van der Linden, 2019).…”
Section: Methodsmentioning
confidence: 77%
“…We chose Tetris because it is in the public domain, most people know how it works without practicing, and it involves about the same amount of cognitive effort as playing Harmony Square. Following the methodology established in prior research on "fake news" games (Basol et al, 2020;Maertens et al, 2020;Roozenbeek, Maertens, et al, 2020; Roozenbeek & van der Linden, 2019), we measured reliability judgments of social media posts containing misinformation, both before and after the intervention on a 1-7 Likert scale.…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…A practical application of inoculation theory in the context of COVID-19 misinformation is the new online game, Go Viral!, 2 developed in collaboration with the United Kingdom government and the WHO in which players learn to resist three manipulation techniques commonly used to spread misinformation about the coronavirus: fearmongering, the use of fake experts, and conspiracy theories. An open question in active inoculation research is the extent to which inoculation can boost truth-discernment skills, that is, not just the ability to spot and resist misinformation attacks but also the ability to better identify real or credible news (Guess et al, 2020;Roozenbeek et al, 2020a). Compton et al (2016) called for more "work that pushes forward our understanding of persuasion and has applied value as a health messaging strategy to help combat serious threats to healthy living" (p. 1).…”
Section: Resultsmentioning
confidence: 99%
“…One potentially promising alternative class of interventions involve a more proactive "inoculation" or "prebunking" against misinformation [75,114]. In one example, the "Bad News Game" uses a 10-20 minute interactive tutorial to teach people how to identify fake news in an engaging way [115,116]. An important limitation of such approaches is that they are "opt in"that is, people have to actively choose to engage with the inoculation technique (often for a fairly substantial amount of timeat least in terms of the internet attention span; [117]).…”
Section: Promising Prospects For Fighting Misinformationmentioning
confidence: 99%