Gamification in media literacy and misinformation interventions¶
The use of game design principles and mechanics (points, levels, challenges, feedback, progression) to make educational interventions more engaging and effective. In the misinformation context, gamified interventions teach critical evaluation skills through interactive simulation and play-based learning.
Key examples¶
- Bad News game (van der Linden) — players step into role of disinformation spreader to learn manipulation techniques
- Go Viral — pandemic-focused gamified inoculation intervention
- Harmony Square — gamified election integrity intervention teaching foreign influence technique recognition