Communication, COVID-19, Health Misinformation, Vaccine Hesitancy
Conditions
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.
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
Study design
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
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
| Measure | Time frame | Description |
|---|---|---|
| Mean Knowledge Accuracy Score | Single 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
| Measure | Time frame | Description |
|---|---|---|
| Vaccination Intention Score - Trial 1 | Immediately 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 2 | Immediately 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 3 | Baseline 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