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dc.contributor.authorBessarabova, Elena
dc.contributor.authorPiercy, Cameron W.
dc.contributor.authorKing, Shawn
dc.contributor.authorVincent, Cindy
dc.contributor.authorDunbar, Norah E.
dc.contributor.authorBurgoon, Judee K.
dc.contributor.authorMiller, Claude H.
dc.date.accessioned2019-01-29T17:53:59Z
dc.date.available2019-01-29T17:53:59Z
dc.date.issued2016-09
dc.identifier.citationBessarabova, 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.2016.03.089en_US
dc.identifier.urihttp://hdl.handle.net/1808/27654
dc.description.abstractWe 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.en_US
dc.publisherElsevieren_US
dc.rightsThis is an open access article under the terms of the Creative Commons Attribution-NonCommercial-NoDerivs License 4.0 (CC BY-NC-ND 4.0), which permits use and distribution in any medium, provided the original work is properly cited, the use is non-commercial and no modifications or adaptations are made.en_US
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/en_US
dc.subjectBias blind spoten_US
dc.subjectMitigationen_US
dc.subjectSerious video gamesen_US
dc.subjectDynamicsen_US
dc.subjectTimeen_US
dc.titleMitigating bias blind spot via a serious video gameen_US
dc.typeArticleen_US
kusw.kuauthorPiercy, Cameron W.
kusw.kudepartmentCommunication Studiesen_US
dc.identifier.doi10.1016/j.chb.2016.03.089en_US
dc.identifier.orcidhttps://orcid.org/0000-0003-1431-3086en_US
kusw.oaversionScholarly/refereed, author accepted manuscripten_US
kusw.oapolicyThis item meets KU Open Access policy criteria.en_US
dc.rights.accessrightsopenAccessen_US


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This is an open access article under the terms of the Creative Commons Attribution-NonCommercial-NoDerivs License 4.0 (CC BY-NC-ND 4.0), which permits use and distribution in any medium, provided the original work is properly cited, the use is non-commercial and no modifications or adaptations are made.
Except where otherwise noted, this item's license is described as: This is an open access article under the terms of the Creative Commons Attribution-NonCommercial-NoDerivs License 4.0 (CC BY-NC-ND 4.0), which permits use and distribution in any medium, provided the original work is properly cited, the use is non-commercial and no modifications or adaptations are made.