STUDIO FOR NARRATIVE SPACES

Project

Breaking the News

Summary

Effectively mitigating online misinformation requires understanding of their mechanisms and learning of practical skills for identification and counteraction. Serious games may serve as tools for combating misinformation, teaching players to recognize common misinformation tactics, and improving their skills of discernment. However, current interventions are designed as single-player, choice-based games, which present players with limited predefined choices. Such restrictions reduce replayability and may lead to an overly simplistic understanding of misinformation and how to debunk them. This study seeks to empower people to understand opinion-influencing and misinformation-debunking processes. We created a Player vs. Player (PvP) game in which participants attempt to generate or debunk misinformation to convince the public opinion represented by LLM. Using a within-subjects mixed-methods study design (N=47), we found that this game significantly raised participants' media literacy and improved their ability to identify misinformation. Qualitative analyses revealed how participants' use of debunking and content creation strategies deepened their understanding of misinformation. This work shows the potential for illuminating contrasting viewpoints of social issues by LLM-based mechanics in PvP games.

Publication: Proceedings of the ACM on Human-Computer Interaction (CHI PLAY'25), arxiv
Github and game download: Breaking the News.

People

Huiyun Tang, Songqi Sun, Kexin Nie, Ang Li, Anastasia Sergeeva, RAY LC

Tech

hci, games, social good, machine learning, web

Venues

CHI PLAY, University of Luxembourg

Year

2025