AAU Student Projects - visit Aalborg University's student projects portal
A master's thesis from Aalborg University
Book cover


Information Disorder: Increasing Interest Through Video Games

Authors

; ;

Term

4. term

Education

Publication year

2023

Submitted on

Pages

42

Abstract

Den udbredte brug af sociale medier betyder, at mange møder nyheder og holdninger online, hvor falsk eller vildledende information kan sprede sig hurtigt. Dette speciale spørger, om et videospil kan gøre spillere mere interesserede i dette problem, ofte kaldet information disorder. Vi gennemgik forskning i mediekompetence og i transformative spil – spil, der er designet til at påvirke spilleres holdninger eller interesser. På den baggrund udviklede vi en prototype på et kortbaseret strategispil, Web of Lies, hvor spillere bruger kort til at træffe strategiske valg. Vi gennemførte derefter et eksperiment med 88 deltagere i to betingelser for at besvare spørgsmålet: Hvordan kan et videospil øge spilleres interesse for information disorder? Interessen blev målt med et spørgeskema på en Likert-skala, og data blev analyseret med både sammenligninger inden for den samme gruppe og mellem forskellige grupper. Resultaterne viste ingen signifikant stigning i interessen efter spillet. Det tyder på, at spillet i sin nuværende form ikke engagerede spillerne i emnet som ønsket. Fremtidige studier kan afprøve andre typer videospil eller design for at finde nye måder at vække interesse for information disorder.

The widespread use of social media means many people encounter news and opinions online, where false or misleading information can spread quickly. This thesis asks whether a video game can make players more interested in this problem, often called information disorder. We reviewed research on media literacy and on transformational games—games designed to influence players’ attitudes or interests. Based on this, we created a prototype strategy deckbuilder called Web of Lies, where players use cards to make strategic choices. We then conducted an experiment with 88 participants in two conditions to answer the question: How can a video game increase players’ interest in information disorder? Interest was measured with a Likert-scale questionnaire, and the data were analyzed using both within-group and between-group comparisons. The results showed no significant increase in interest after gameplay. This suggests that, in its current form, the game did not engage players in the topic as intended. Future studies could test other types of video games or designs to explore new ways to spark interest in information disorder.

[This summary has been rewritten with the help of AI based on the project's original abstract]