Sonja Gabriel works as a professor for media didactics and media education at the KPH Vienna/Krems, where she is active in the education and training of teachers. Her research focus is on digital game-based learning, gamification and the use of (serious) games for teaching and learning, for teaching values as well as on the pedagogical potential of digital games in school and out-of-school settings. In addition, she participates in national and international projects dealing with topics related to teaching and learning with digital media, generative artificial intelligence, information literacy and game design approaches in education.
Gaming Against Deception: Leveraging Interactive Media to Build Digital Resilience in the Age of Misinformation
FROG 2024 – Talk
In a time in which misinformation spreads enormously fast especially when there are current crises involved (like wars, pandemics or global warming) and thus undermining public trust, the need for effective digital resilience strategies has never been more critical. This contribution explores the use of digital serious games to combat misinformation and foster critical thinking skills which are essential for navigating today’s complex information landscape.
Beginning by having a look at the scope of the misinformation crisis, its impact on public opinion during recent global events, and the concept of digital resilience, the potential of games as educational tools is then discussed, highlighting their advantages in providing engaging, feedback-rich environments that allow for safe experimentation with information evaluation strategies. The potentials and limitations of digital game-based learning in connection with education about fake news in the context of dealing with crises are shown above all in relation to school education.
An analysis of existing games such as for example Bad News, Harmony Square, Cranky Uncle and Go Viral! will demonstrate how game mechanics can be effectively employed to teach media literacy and fact-checking skills. The presentation will also show how games can visually and interactively illustrate the spread of information, both accurate and false, within social networks. By simulating social media environments, these games offer players insight into the dynamics of information dissemination, potentially training them to recognize real-world misinformation tactics.
6