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Mitigating bias blind spot via a serious video game

Bessarabova, Elena
Piercy, Cameron W.
King, Shawn
Vincent, Cindy
Dunbar, Norah E.
Burgoon, Judee K.
Miller, Claude H.
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Abstract
We employed a serious video game to train participants on bias blind spot (BBS), capturing training effects on BBS mitigation and knowledge at three points in time. Experiment 1 (N = 703) compared the effects of hybrid training (a combination of implicit and explicit training) to implicit training; Experiment 2 (N = 620) tested the effects of just-in-time versus delayed feedback; and Experiment 3 (N = 626) examined the effects of singleplayer versus multiplayer learning environments. We also tested differences in game duration (30 vs. 60 minute play) and repetition (single vs. repeated play). Overall, the video game decreased BBS linearly over time and increased BBS knowledge at posttest, but knowledge decayed at 8-week posttest. These and other results are discussed, along with the implications, limitations, and future research directions.
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Date
2016-09
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Publisher
Elsevier
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Keywords
Bias blind spot, Mitigation, Serious video games, Dynamics, Time
Citation
Bessarabova, E., Piercy, C. W., King, S., Vincent, C., Dunbar, N. E., Burgoon, J. K., Miller, C. H., Jensen, M., Elkins, A., Wilson, D. W., Wilson, S. N., & Lee., Y.-H. (2016). Mitigating bias blind spot via a serious video game. Computers in Human Behavior, 62, 452-466. https://doi.org/10.1016/j.chb.2016.03.089
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