发表机构
Rhine-Waal University of Applied Sciences; Doctoral School NRW, Department of Computer; University of Würzburg; RWTH Aachen University; National Institute of Informatics; University of Göttingen(莱茵-瓦尔应用科技大学; 北威州博士学院计算机系; 维尔茨堡大学; 亚琛工业大学; 信息学国立研究所; 哥廷根大学)
机构由 AI 辅助整理,请以论文原文为准。AI 中文总结
本综述分析54项游戏化干预,发现其以网络模拟和问答为主,偏重内容辨别而非预接种,且多聚焦文本,忽视视听内容,为多模态错误信息治理提出改进方向。
AI 中文摘要
本系统映射综述考察了54项旨在对抗错误信息的游戏化干预措施。我们分析了学术与非学术游戏的理论框架、游戏设计及媒体情境。结果表明,该领域以基于网络的模拟和问答游戏形式为主导。尽管心理接种是该领域一个突出的理论框架,但大多数干预措施优先考虑内容辨别任务,而非主动的预防性预接种策略。我们识别出所考察游戏中的系统性不足。当前的干预措施仍以文本为中心,聚焦于新闻文章和基于文本的内容,尽管数字环境中视听内容(如短视频)的使用日益增长。我们通过讨论利用游戏化干预措施应对具有误导性内容不断演变的、多模态特性的启示来结束本研究。
英文摘要
This systematic mapping review examines 54 gamified interventions aimed at combating misinformation. We analyze the theoretical frameworks, game design, and media contexts of academic and non-academic games. The results indicate a field dominated by web-based simulations and trivia formats. While psychological inoculation is a prominent theoretical framework in the field, most interventions prioritize content-discernment tasks over proactive prebunking strategies. We identify systematic gaps in the identified games. Current interventions remain largely text-centric, focusing on news articles and text-based content, despite the growing use of audiovisual content (e.g., short videos) in the digital landscape. We conclude our study by discussing implications for addressing the evolving, multimodal nature of potentially misleading content using gamified interventions.
CommentsManuscript submitted to ACM. Conditionally Accepted at Proc. ACM Hum.-Comput. Interact. 10, 7, Article GAMES068 (November 2026)
DOI:10.1145/3831350