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Sponsor: University of South Carolina
Conditions: COVID-19, Vaccine Hesitancy, Health Misinformation, Communication
Interventions: Gamified misinformation refutation quiz, Refutational text (active control)
Countries: United States
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.
Sex: ALL
Age: 18 Years to —
Healthy volunteers: Yes
Study type: INTERVENTIONAL
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
- Columbia, South Carolina, United States