ֱ̽ of Cambridge - Melisa Basol /taxonomy/people/melisa-basol en ‘Pre-bunk’ tactics reduce public susceptibility to COVID-19 conspiracies and falsehoods, study finds /research/news/pre-bunk-tactics-reduce-public-susceptibility-to-covid-19-conspiracies-and-falsehoods-study-finds <div class="field field-name-field-news-image field-type-image field-label-hidden"><div class="field-items"><div class="field-item even"><img class="cam-scale-with-grid" src="/sites/default/files/styles/content-580x288/public/news/research/news/thisisi.jpg?itok=wmcXnBTw" alt="Screen shots of Go Viral! on the left, and an example of UNESCO&#039;s #ThinkBeforeSharing campaign on the right. " title="Screen shots of Go Viral! on the left, and an example of UNESCO&amp;#039;s #ThinkBeforeSharing campaign on the right. , Credit: None" /></div></div></div><div class="field field-name-body field-type-text-with-summary field-label-hidden"><div class="field-items"><div class="field-item even"><p>A short online game designed to fight conspiracies about COVID-19 boosts people’s confidence in detecting misinformation by increasing their ability to perceive its “manipulativeness” compared to genuine news, according to a study.  </p>&#13; &#13; <p><a href="https://www.goviralgame.com/en">Go Viral!</a>, developed by the ֱ̽ of Cambridge’s Social Decision-Making Lab in partnership with the UK Cabinet Office and media agency DROG, was launched last autumn as part of the UK government’s efforts to tackle coronavirus falsehoods circulating online.</p>&#13; &#13; <p> ֱ̽five-minute game puts people in the shoes of a purveyor of fake pandemic news, encouraging players to create panic by spreading misinformation about COVID-19 using social media – all within the confines of the game.</p>&#13; &#13; <p>Researchers say that, by giving people this taste of the techniques used to disseminate fake news, it acts as an inoculant: building a psychological resistance against malicious falsehoods by raising awareness of how misinformation works.</p>&#13; &#13; <p>“While fact-checking is vital work, it can come too late. Trying to debunk misinformation after it spreads is often a difficult if not impossible task,” said Prof Sander van der Linden, Director of the Social Decision-Making Lab at Cambridge ֱ̽.</p>&#13; &#13; <p>“Go Viral! is part of a new wave of interventions that aim to ‘pre-bunk’. By preemptively exposing people to a microdose of the methods used to disseminate fake news, we can help them identify and ignore it in the future.”</p>&#13; &#13; <p> ֱ̽latest findings on the game’s effectiveness, published in the journal <em><a href="https://journals.sagepub.com/doi/10.1177/20539517211013868">Big Data and Society</a></em>, are accompanied by research on another COVID-19 “prebunking” intervention used by the United Nations Educational, Scientific and Cultural Organization (UNESCO).</p>&#13; &#13; <p>UNESCO deployed infographics across social media highlighting tropes common to COVID conspiracy theories, such as claims of a “secret plot” or that the virus was spread intentionally, as part of their <a href="https://www.unesco.org/en/global-citizenship-peace-education">#ThinkBeforeSharing</a> campaign.</p>&#13; &#13; <p>“By exposing people to the methods used to produce fake news we can help create a general ‘inoculation’, rather than trying to counter each specific falsehood,” said study lead author and Cambridge Gates Scholar Melisa Basol.</p>&#13; &#13; <p> ֱ̽Cambridge researchers found the UNESCO approach also proved effective, albeit with a smaller effect size than the proactive game.  </p>&#13; &#13; <p> ֱ̽Go Viral! project began with seed funding from Cambridge ֱ̽’s COVID-19 rapid response fund, and was then supported and backed by the UK Cabinet Office and promoted by the World Health Organisation and UN.</p>&#13; &#13; <p> ֱ̽game has now been played over 400,000 times in a variety of languages – including Italian, Spanish, Ukrainian, and Brazilian Portuguese – since its October launch.</p>&#13; &#13; <p>Players try and gain “likes” by promoting noxious posts on COVID-19, harnessing propaganda techniques such as fraudulent expertise and the use of emotionally charged language to stoke outrage and fear.</p>&#13; &#13; <p> ֱ̽final stage sees players “go viral” when they push a baseless conspiracy theory that explodes online and ignites nationwide protests.</p>&#13; &#13; <p>For the new study, researchers used a sample of 3,548 players over the age of 18, including native speakers of three languages in which the game is available: English, German and French.</p>&#13; &#13; <p>Study participants were shown 18 social media posts – nine containing information from credible news sources, and high-quality versions of COVID-19 conspiracies making up the rest – and asked the extent to which they felt manipulated by the framing and content of each one. </p>&#13; &#13; <p>Roughly a third of the study participants then played Go Viral!, while another third – a control group – played Tetris for the same amount of time, and the final group read UNESCO’s set of “prebunking” infographics. Lastly, everyone was given the same set of news items to rate, a mixture of real and fake.</p>&#13; &#13; <p>Just over half (55%) the Tetris players got better at spotting the falsehoods, little better than chance – suggesting many were guessing.</p>&#13; &#13; <p>However, 74% of the “pre-bunked” Go Viral! players got much better at sensing when they were being manipulated by the misinformation: a 19 percentage point increase over the control group.</p>&#13; &#13; <p> ֱ̽infographics generated a more modest but still useful six percentage point increase in manipulation detection compared to the control (61% vs 55%).</p>&#13; &#13; <p>When it came to confidence in their ability to spot fake news going forward, only 50% of the Tetris players said it had increased – no better than chance – whereas 67% of Go Viral! players felt they were less likely to get duped in the future. </p>&#13; &#13; <p>In a follow-up survey one week after the single play of the game, participants were asked to rate a further set of real and fake social media posts about COVID-19. Go Viral! players were still rating COVID-19 misinformation as significantly more manipulative, while the effects of the UNESCO infographics had faded.</p>&#13; &#13; <p>“Both interventions are fast, effective and easily scalable, with the potential to reach millions of people around the world,” said Dr Jon Roozenbeek, study co-lead author from Cambridge’s Department of Psychology. </p>&#13; &#13; <p>“Interestingly, our findings also show that the active inoculation of playing the game may have more longevity than passive inoculations such as reading the infographics.”</p>&#13; &#13; <p>“COVID-19 falsehoods and conspiracies pose a real threat to vaccination programmes in almost every nation. Every weapon in our arsenal should be used to fight the fake news that poses a threat to herd immunity. Pre-bunking initiatives have a crucial role to play in that global fight,” Roozenbeek said.</p>&#13; &#13; <p>Stefania Giannini, Assistant Director-General for Education at UNESCO, added: “Cambridge ֱ̽ has provided solid backing for 'pre-bunking' misinformation and conspiracy theories propagated and reinforced during the pandemic, which have real-life consequences undermining trust in science and fueling hate speech.</p>&#13; &#13; <p>“In this context, UNESCO’s work in education and media and information literacy is even more critical to strengthen learners’ digital citizenship.”</p>&#13; </div></div></div><div class="field field-name-field-content-summary field-type-text-with-summary field-label-hidden"><div class="field-items"><div class="field-item even"><p><p>Latest research on digital interventions deployed by UK government and UNESCO suggests that exposing people to a “microdose” of techniques used by misinformation merchants helps “inoculate” them against fake news about the pandemic.</p>&#13; </p></div></div></div><div class="field field-name-field-content-quote field-type-text-long field-label-hidden"><div class="field-items"><div class="field-item even">Cambridge ֱ̽ has provided solid backing for &#039;pre-bunking&#039; misinformation and conspiracy theories propagated and reinforced during the pandemic</div></div></div><div class="field field-name-field-content-quote-name field-type-text field-label-hidden"><div class="field-items"><div class="field-item even">Stefania Giannini, Assistant Director-General for Education at UNESCO</div></div></div><div class="field field-name-field-image-desctiprion field-type-text field-label-hidden"><div class="field-items"><div class="field-item even">Screen shots of Go Viral! on the left, and an example of UNESCO&#039;s #ThinkBeforeSharing campaign on the right. </div></div></div><div class="field field-name-field-cc-attribute-text field-type-text-long field-label-hidden"><div class="field-items"><div class="field-item even"><p><a href="http://creativecommons.org/licenses/by/4.0/" rel="license"><img alt="Creative Commons License" src="https://i.creativecommons.org/l/by/4.0/88x31.png" style="border-width:0" /></a><br />&#13; ֱ̽text in this work is licensed under a <a href="http://creativecommons.org/licenses/by/4.0/">Creative Commons Attribution 4.0 International License</a>. Images, including our videos, are Copyright © ֱ̽ of Cambridge and licensors/contributors as identified.  All rights reserved. We make our image and video content available in a number of ways – as here, on our <a href="/">main website</a> under its <a href="/about-this-site/terms-and-conditions">Terms and conditions</a>, and on a <a href="/about-this-site/connect-with-us">range of channels including social media</a> that permit your use and sharing of our content under their respective Terms.</p>&#13; </div></div></div><div class="field field-name-field-show-cc-text field-type-list-boolean field-label-hidden"><div class="field-items"><div class="field-item even">Yes</div></div></div> Wed, 12 May 2021 09:18:46 +0000 fpjl2 224011 at