Breaking the News: Taking the Roles of Influencer vs. Journalist in a LLM-Based Game for Raising Misinformation Awareness

Fuente: arXiv
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Autores principales: Tang, Huiyun, Sun, Songqi, Nie, Kexin, Li, Ang, Sergeeva, Anastasia, LC, Ray
Formato: Preprint
Publicado: 2025
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author Tang, Huiyun
Sun, Songqi
Nie, Kexin
Li, Ang
Sergeeva, Anastasia
LC, Ray
author_facet Tang, Huiyun
Sun, Songqi
Nie, Kexin
Li, Ang
Sergeeva, Anastasia
LC, Ray
contents 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.
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spellingShingle Breaking the News: Taking the Roles of Influencer vs. Journalist in a LLM-Based Game for Raising Misinformation Awareness
Tang, Huiyun
Sun, Songqi
Nie, Kexin
Li, Ang
Sergeeva, Anastasia
LC, Ray
Human-Computer Interaction
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.
title Breaking the News: Taking the Roles of Influencer vs. Journalist in a LLM-Based Game for Raising Misinformation Awareness
topic Human-Computer Interaction
url https://arxiv.org/abs/2502.04931