Mitigating bias blind spot via a serious video game
dc.contributor.author | Bessarabova, Elena | |
dc.contributor.author | Piercy, Cameron W. | |
dc.contributor.author | King, Shawn | |
dc.contributor.author | Vincent, Cindy | |
dc.contributor.author | Dunbar, Norah E. | |
dc.contributor.author | Burgoon, Judee K. | |
dc.contributor.author | Miller, Claude H. | |
dc.date.accessioned | 2019-01-29T17:53:59Z | |
dc.date.available | 2019-01-29T17:53:59Z | |
dc.date.issued | 2016-09 | |
dc.identifier.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 | en_US |
dc.identifier.uri | http://hdl.handle.net/1808/27654 | |
dc.description.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. | en_US |
dc.publisher | Elsevier | en_US |
dc.rights | 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. | en_US |
dc.rights.uri | https://creativecommons.org/licenses/by-nc-nd/4.0/ | en_US |
dc.subject | Bias blind spot | en_US |
dc.subject | Mitigation | en_US |
dc.subject | Serious video games | en_US |
dc.subject | Dynamics | en_US |
dc.subject | Time | en_US |
dc.title | Mitigating bias blind spot via a serious video game | en_US |
dc.type | Article | en_US |
kusw.kuauthor | Piercy, Cameron W. | |
kusw.kudepartment | Communication Studies | en_US |
dc.identifier.doi | 10.1016/j.chb.2016.03.089 | en_US |
dc.identifier.orcid | https://orcid.org/0000-0003-1431-3086 | en_US |
kusw.oaversion | Scholarly/refereed, author accepted manuscript | en_US |
kusw.oapolicy | This item meets KU Open Access policy criteria. | en_US |
dc.rights.accessrights | openAccess | en_US |
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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.