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Online Games to Help Canadian and U.S. Adults Identify COVID-19 and Vaccine Misinformation: Three Sequential Randomized Studies

Leveraging Digital Tools to Increase COVID-19 Vaccine Adoption

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07758309
Enrollment
3637
Registered
2026-08-11
Start date
2020-11-20
Completion date
2020-12-28
Last updated
2026-08-11

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Communication, COVID-19, Health Misinformation, Vaccine Hesitancy

Keywords

misinformation, refutation, gamification, serious games, health education, vaccine hesitancy, infodemic, belief change, debunking, online intervention

Brief summary

COVID-19 misinformation contributed to vaccine hesitancy and preventable illness. This record covers three sequential randomized studies (conducted in Canada and the United States, November-December 2020) testing whether a brief online game helps adults identify COVID-19 and vaccine misinformation. In the game, participants judged whether statements about COVID-19 or COVID-19 vaccines were true or false and immediately received the correct answer with a brief evidence-based explanation, delivered in a game-like format with points, ranks, and feedback. Study 1 (Canada, n = 2,018) randomized participants to complete the knowledge assessment either before playing the game or immediately after playing it. Studies 2 (U.S., n = 822) and 3 (U.S., n = 797) compared the game against the identical corrective content presented as plain text, for general COVID-19 misinformation and vaccine-specific misinformation, respectively. The hypothesis was that gamified corrective information produces more accurate knowledge than non-gamified information. The primary outcome was accuracy in identifying true and false claims; vaccination intention was a secondary outcome.

Detailed description

This protocol comprised three sequential randomized controlled studies evaluating digital educational interventions to counter COVID-19 misinformation, conducted under a single IRB approval (University of South Carolina, Pro00099400) with study specific amendments. The University of South Carolina Institutional Review Board determined the study to be exempt before participant enrollment. A fourth study in the research program, conducted under a separate IRB approval (Pro00122534), is registered separately. Study 1 enrolled a national non-probability online panel sample in Canada (Nanos Research); Study 2 enrolled a U.S. MTurk sample on general COVID-19 misinformation; Study 3 enrolled a U.S. MTurk sample on vaccine misinformation. This record registers the three completed trials retrospectively. All three trials used the same intervention platform: a true/false quiz over circulating misinformation items, each response followed immediately by item-level refutational feedback (correct answer plus brief evidence-based explanation) embedded in a gamified interface (points, ranks, response-contingent feedback). Trial 1 (Canada, N = 2,018; non-probability online panel fielded by Nanos Research, December 4-14, 2020; general COVID-19 content, 6 items): both arms received identical quiz-and-game content; arms differed in timing of the knowledge assessment within the single session (in Control assessed before playing, in Game immediately after). Trial 2 (United States, N = 822; Amazon Mechanical Turk, November-December 2020; general COVID-19 content, 19 items): Game versus active-text control receiving the identical refutational content as a static text. Trial 3 (United States, N = 797; Amazon Mechanical Turk, November-December 2020; vaccine-specific content, 17 items): same two-arm design as Trial 2. All trials were single session. Knowledge accuracy was the primary outcome; vaccination intention was secondary. Data quality exclusions were applied at analysis: item-level missingness on the knowledge scale (Trial 1) and duplicate/non-U.S. IP screening plus, in the Game arm, completion code validation (Trials 2 and 3).

Interventions

Single-session online game: participants judge true/false statements about COVID-19 (Trials 1-2) or COVID-19 vaccines (Trial 3) and immediately after each response receive the correct answer with a brief evidence-based refutation, within a gamified interface (points, ranks, feedback). 6-19 knowledge items depending on trial.

BEHAVIORALRefutational text (active control)

Identical evidence-based refutational content presented as a single static text block without game elements or item-level feedback. Participants confirmed reading the text before completing the post-intervention assessments.

Sponsors

University of South Carolina
Lead SponsorOTHER
Digital Public Square
CollaboratorUNKNOWN
U.S. National Science Foundation
CollaboratorFED
Canadian Heritage
CollaboratorUNKNOWN

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
NONE

Intervention model description

Three sequential, independently fielded two-arm parallel randomized trials under one protocol. Trial 1 (Canada): assessment before vs. assessment after gamified quiz (general COVID-19 misinformation). Trials 2-3 (U.S.): gamified quiz vs. identical content as static text (general COVID-19 and vaccine-specific misinformation, respectively). Participants were randomized only between the two arms of their respective trial and were never randomized among all six arms.

Eligibility

Sex/Gender
ALL
Age
18 Years to No maximum
Healthy volunteers
Yes

Inclusion criteria

* Adults aged 18 or older * Trial 1: Canadian residents residing outside Quebec, with internet access, able to complete the questionnaire in English * Trials 2-3: Amazon Mechanical Turk workers located in the United States, with a HIT approval rate of at least 95% and more than 100 approved HITs.

Exclusion criteria

* Trial 1: employment in market research, advertising, media, or by a political party

Design outcomes

Primary

MeasureTime frameDescription
Mean Knowledge Accuracy ScoreSingle session (Day 1). Assessed immediately post-intervention in all intervention and text-control arms; in Trial 1's assessment-first control arm, assessed at the start of the session before game exposure.Mean score across true/false misinformation items, ranging from 0 to 1, with higher scores indicating greater accuracy. Trial 1 included 6 items, Trial 2 included 19 items, and Trial 3 included 17 items. In Trials 1 and 2, "Unsure" responses received 0.5 points; Trial 3 used forced-choice true/false responses.

Secondary

MeasureTime frameDescription
Vaccination Intention Score - Trial 1Immediately post-intervention (single session, Day 1); control arm assessed at session start before game exposure.Single self-report item scored from 1 to 4, with higher scores indicating greater intention to receive a COVID-19 vaccine. "Are you interested, somewhat interested, somewhat not interested or not interested in receiving a vaccine for COVID-19 when it is available in Canada?" \[Interested / Somewhat interested / Somewhat not interested / Not interested\]
Vaccination Intention Score - Trial 2Immediately post-intervention (single session, Day 1).Single self-report item scored from 1 to 4, with higher scores indicating greater intention to receive a COVID-19 vaccine. "How likely or unlikely are you to do the following actions in the future in response to the new coronavirus? - Receive a vaccine for COVID-19 when it is available in the US" \[Not at all / Unlikely / Likely / Certain\]
Vaccination Intention Score - Trial 3Baseline before randomization and immediately post-intervention during the single study session, Day 1.Single self-report item scored from 1 to 6, with higher scores indicating greater intention to receive a COVID-19 vaccine. "How likely or unlikely are you to receive a COVID-19 vaccine when one becomes available to you?" \[Not at all likely / Very unlikely / Somewhat unlikely / Somewhat likely / Very likely / Extremely likely\]

Countries

United States

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Aug 12, 2026